1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
use glin;
use crate::gl;
use super::{Material, Renderer};
use color::{Rgba,ToRgba};
use rin_math::Vec2;
use color::consts::WHITE;
use glin::RenderSurface;
use std::cell::UnsafeCell;
use glin::uniforms;
pub struct OutlineMaterial{
color: Rgba<f32>,
offset: f32,
viewport: Vec2,
uniforms: UnsafeCell<Vec<glin::program::Uniform>>,
}
pub struct Builder{
color: Rgba<f32>,
offset: f32,
viewport: Vec2,
}
impl Builder{
pub fn new(viewport: Vec2) -> Builder{
Builder{
color: WHITE.to_rgba(),
offset: 0.01,
viewport,
}
}
pub fn width(&mut self, width: f32) -> &mut Builder{
self.offset = width;
self
}
pub fn color<C: ToRgba>(&mut self, color: C) -> &mut Builder{
self.color = color.to_rgba().to_standard();
self
}
pub fn build(&self) -> OutlineMaterial{
OutlineMaterial{
color: self.color,
offset: self.offset,
viewport: self.viewport,
uniforms: UnsafeCell::new(vec![]),
}
}
}
impl OutlineMaterial{
pub fn set_viewport(&mut self, viewport: Vec2){
self.viewport = viewport;
self.uniforms_cache().clear();
}
pub fn viewport(&self) -> Vec2{
self.viewport
}
pub fn set_width(&mut self, width: f32){
self.offset = width;
self.uniforms_cache().clear();
}
pub fn width(&self) -> f32{
self.offset
}
pub fn set_color<C: ToRgba>(&mut self, color: C){
self.color = color.to_rgba().to_standard();
self.uniforms_cache().clear();
}
pub fn color(&self) -> Rgba<f32>{
self.color
}
fn uniforms_cache(&self) -> &mut Vec<glin::program::Uniform>{
unsafe{ &mut *self.uniforms.get() }
}
}
impl Material for OutlineMaterial{
fn program<R: RenderSurface>(&self, renderer: &Renderer<R>) -> &glin::Program{
get_program(renderer)
}
fn uniforms<R: RenderSurface>(&self, _: &Renderer<R>) -> &[glin::program::Uniform]{
let uniforms = self.uniforms_cache();
if uniforms.is_empty() {
*uniforms = uniforms!{
color_outline: self.color,
offset: self.offset,
viewport: self.viewport,
};
}
uniforms
}
fn properties(&self) -> &[glin::Property]{
&[glin::Property::CullFace(Some(gl::FRONT))]
}
}
program_cache!("shaders/outline.vs.glsl", "shaders/outline.fs.glsl");