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use rin_material::{OutlineMaterial, AlphaType};
use rin_gl as gl;
use super::{
    MaterialTransparency, Shader, PropertyChanged
};

pub static PRIORITY: i32 = 100;

impl super::Material for OutlineMaterial {
    fn properties(&self) -> PropertyChanged<Vec<glin::Property>>{
        if self.alpha_type.has_changed() {
            let properties = vec![
                glin::Property::CullFace(Some(gl::FRONT)),
                glin::Property::DepthMask(true),
                glin::Property::DepthFunc(gl::LEQUAL),
                glin::Property::ColorMask([true, true, true, true]),
            ];
            PropertyChanged::New(properties)
        }else{
            PropertyChanged::Old
        }
    }

    fn transparency(&self) -> PropertyChanged<MaterialTransparency>{
        if self.alpha_type.has_changed() {
            PropertyChanged::New(MaterialTransparency{
                alpha_type: *self.alpha_type,
                is_translucent: *self.alpha_type != AlphaType::None,
                is_visible: true,
                priority: Some(PRIORITY),
            })
        }else{
            PropertyChanged::Old
        }
    }

    fn shaders(&self) -> PropertyChanged<Vec<Shader>>{
        PropertyChanged::Always(vec![
            gl::vertex_shader!("shaders/outline_material.vs.glsl"),
            gl::fragment_shader!("shaders/outline_material.fs.glsl")
        ])
    }
}