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use glin;
use std::rc::Rc;
use glin::RenderSurface;
use super::Renderer;
pub trait Material{
fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &glin::Program;
fn uniforms<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &[glin::program::Uniform];
fn properties(&self) -> &[glin::Property];
}
impl<M: Material + ?Sized> Material for Rc<M>{
fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &glin::Program{
(**self).program(renderer)
}
fn uniforms<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &[glin::program::Uniform]{
(**self).uniforms(renderer)
}
fn properties(&self) -> &[glin::Property]{
(**self).properties()
}
}
impl<M: Material + ?Sized> Material for Box<M>{
fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &glin::Program{
(**self).program(renderer)
}
fn uniforms<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &[glin::program::Uniform]{
(**self).uniforms(renderer)
}
fn properties(&self) -> &[glin::Property]{
(**self).properties()
}
}
impl<'a, M: Material + ?Sized> Material for &'a M{
fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &glin::Program{
(**self).program(renderer)
}
fn uniforms<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &[glin::program::Uniform]{
(**self).uniforms(renderer)
}
fn properties(&self) -> &[glin::Property]{
(**self).properties()
}
}