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use glin;
use std::borrow::Borrow;
use glin::RenderSurface;
use super::{Material, Renderer};
pub struct ShaderMaterial<P = glin::Program>{
program: P,
uniforms: Vec<glin::program::Uniform>,
props: Vec<glin::Property>
}
impl<P: Borrow<glin::Program>> ShaderMaterial<P>{
pub fn new(program: P) -> ShaderMaterial<P>{
ShaderMaterial{ program: program, uniforms: vec![], props: vec![] }
}
pub fn set_uniforms(&mut self, uniforms: Vec<glin::program::Uniform>){
self.uniforms = uniforms;
}
pub fn set_properties(&mut self, props: Vec<glin::Property>){
self.props = props;
}
}
impl<P: Borrow<glin::Program>> Material for ShaderMaterial<P>{
fn program<R: RenderSurface>(&self, _renderer: &Renderer<R>) -> &glin::Program{
self.program.borrow()
}
fn uniforms<R: RenderSurface>(&self, _: &Renderer<R>) -> &[glin::program::Uniform]{
&self.uniforms
}
fn properties(&self) -> &[glin::Property]{
&self.props
}
}
impl Material for glin::Program{
fn program<R: RenderSurface>(&self, _: &Renderer<R>) -> &glin::Program{
self
}
fn uniforms<R: RenderSurface>(&self, _: &Renderer<R>) -> &[glin::program::Uniform]{
&[]
}
fn properties(&self) -> &[glin::Property]{
&[]
}
}