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use crate::material::{OutlineMaterial, Material, AlphaType, texture::TextureSampler};
use super::shader_data::Data;
use super::TexturesPool;
use super::components::ProgramRef;
use rinecs::{EntitiesThreadLocal, ResourcesThreadLocal};
use generational_arena::Arena;
use rin::gl;
pub static PRIORITY: i32 = 100;
impl super::Material for OutlineMaterial{
fn data(&self) -> Option<Data>{
None
}
fn uniforms(&self, _: &EntitiesThreadLocal, _: &TexturesPool) -> Vec<glin::program::Uniform>{
uniforms!{
color_outline: self.color,
offset: self.offset,
}
}
fn properties(&self) -> Vec<glin::Property>{
vec![
glin::Property::CullFace(Some(gl::FRONT)),
glin::Property::DepthMask(true),
glin::Property::DepthFunc(gl::LEQUAL),
glin::Property::ColorMask([true, true, true, true]),
]
}
fn program(&self, _: &EntitiesThreadLocal, programs: &mut Arena<glin::Program>, gl: &gl::Renderer) -> ProgramRef{
shaders::get_program(gl, programs)
}
fn textures(&self) -> Vec<&TextureSampler>{
vec![]
}
fn double_sided(&self) -> bool{
false
}
fn alpha(&self) -> f32{
1.
}
fn update(&mut self, _: &EntitiesThreadLocal, _: &ResourcesThreadLocal) -> bool{
let changed = self.changed();
self.reset_changed();
changed
}
fn alpha_type(&self) -> AlphaType{
AlphaType::None
}
fn priority(&self) -> Option<i32>{
Some(PRIORITY)
}
}
mod shaders{
use glin;
use crate::renderer::{
default_attribute_bindings, default_glsl_version, use_model_as_attribute
};
programref_cache!(glin::program::Settings{
version: default_glsl_version(),
extensions: vec![],
precission: glin::program::ShaderPrecision::High,
defines: vec![
("USE_MODEL_ATTR", (use_model_as_attribute() as u8).to_string().as_str()),
("USE_CAMERA_UBO", "1"),
("NEEDS_CAMERA_INFO", "1"),
],
shaders: vec![
(glin::gl::VERTEX_SHADER, include_str!("shaders/outline_material.vs.glsl")),
(glin::gl::FRAGMENT_SHADER, include_str!("shaders/outline_material.fs.glsl")),
],
bindings: default_attribute_bindings(),
base_path: "",
includes: hash_map!{
"mvp_uniforms.glsl" => {include_str!("shaders/mvp_uniforms.glsl")}
},
}, get_program, SHADER);
}