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use glin;
use std::rc::Rc;
// use std::cell::UnsafeCell;
use glin::RenderSurface;
use super::Renderer;

/// Common trait to all materials
///
/// The methods in this trait are usually only used internally by rin
/// or other renderers to set the correct gl state to draw using the
/// corresponding material
pub trait Material{
    /// returns the material glsl program
    fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &glin::Program;

    /// returns the uniforms to set when using the material glsl program
    fn uniforms<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &[glin::program::Uniform];

    /// returns the gl properties to use when using this material
    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()
    }
}


// impl<M: Material + ?Sized> Material for UnsafeCell<M>{
//     fn program(&self, renderer: &::Renderer) -> &glin::Program{
//         unsafe{(*self.get()).program(renderer)}
//     }

//     fn uniforms(&self) -> Vec<glin::program::Uniform>{
//         unsafe{(*self.get()).uniforms()}
//     }

//     fn properties(&self) -> Vec<glin::Property>{
//         unsafe{(*self.get()).properties()}
//     }
// }