7 releases
0.3.4 | Apr 30, 2023 |
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0.3.3 | Apr 29, 2023 |
0.2.1 | Apr 16, 2023 |
0.1.0 | Apr 16, 2023 |
#677 in Graphics APIs
8KB
52 lines
rs2glsl
Automatically convert Rust code to GLSL for use in GPU programming.
Example
You can write Rust code like so
use rs2glsl::prelude::*;
#[glsl]
fn smooth_min(a: f32, b: f32, k: f32) -> f32 {
let mut h: f32 = a - b;
h = 0.5 + 0.5 * h;
if h < 0.0 {
h = 0.0;
}
if h > 1.0 {
h = 1.0;
}
return interpolation(a, b, h) - k * h * (1.0 - h);
}
#[glsl]
fn interpolation(a: f32, b: f32, t: f32) -> f32 {
return a * (1.0 - t) + b * t;
}
And it gets translated to the following GLSL code.
float smooth_min(float a, float b, float k) {
float h = a - b;
h = 0.5 + 0.5 * h;
if (h < 0.0) {
h = 0.0;
}
if (h > 1.0) {
h = 1.0;
}
return interpolation(a, b, h) - k * h * (1.0 - h);
}
You can access the examples GLSL definition like so:
GLSL_SMOOTH_MIN.definition()
Have fun!
lib.rs
:
Automatic code convertion from Rust to GLSL.
use rs2glsl::prelude::*;
#[glsl]
fn smooth_min(a: f32, b: f32, k: f32) -> f32 {
let mut h: f32 = a - b;
h = 0.5 + 0.5 * h;
if h < 0.0 {
h = 0.0;
}
if h > 1.0 {
h = 1.0;
}
return interpolation(a, b, h) - k * h * (1.0 - h);
}
#[glsl]
fn interpolation(a: f32, b: f32, t: f32) -> f32 {
return a * (1.0 - t) + b * t;
}
let expected = r#"
float smooth_min(float a, float b, float k) {
float h = a - b;
h = 0.5 + 0.5 * h;
if (h < 0.0) {
h = 0.0;
}
if (h > 1.0) {
h = 1.0;
}
return interpolation(a, b, h) - k * h * (1.0 - h);
}
"#;
assert_eq!(expected.trim(), GLSL_SMOOTH_MIN.definition());
Dependencies
~245–700KB
~16K SLoC