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use glin; use ::Material; use color::{Rgba,ToRgba}; use color::consts::*; use std::borrow::Borrow; use glin::RenderSurface; pub struct BasicMaterial<T = glin::Texture>{ color: Option<Rgba<f32>>, texture: Option<T>, properties: Vec<glin::Property> } pub struct Builder{ properties: Vec<glin::Property>, color: Option<Rgba<f32>> } pub struct BuilderWithTexture<T = glin::Texture>{ properties: Vec<glin::Property>, color: Option<Rgba<f32>>, texture: T, } impl Builder{ pub fn new() -> Builder{ Builder{ properties: vec![], color: None, } } pub fn color<C: ToRgba>(mut self, color: &C) -> Builder{ self.color = Some(color.to_rgba()); self } pub fn texture<T: Borrow<glin::Texture>>(self, texture: T) -> BuilderWithTexture<T>{ BuilderWithTexture{ properties: self.properties, color: self.color, texture: texture, } } pub fn properties(mut self, properties: Vec<glin::Property>) -> Builder{ self.properties = properties; self } pub fn create(self) -> BasicMaterial{ BasicMaterial{ color: self.color, texture: None, properties: self.properties, } } } impl<T: Borrow<glin::Texture>> BuilderWithTexture<T>{ pub fn color<C: ToRgba>(mut self, color: &C) -> BuilderWithTexture<T>{ self.color = Some(color.to_rgba()); self } pub fn texture(self, texture: T) -> BuilderWithTexture<T>{ BuilderWithTexture{ properties: self.properties, color: self.color, texture: texture } } pub fn properties(mut self, properties: Vec<glin::Property>) -> BuilderWithTexture<T>{ self.properties = properties; self } pub fn create(self) -> BasicMaterial<T>{ BasicMaterial{ color: self.color, texture: Some(self.texture), properties: self.properties, } } } impl Default for BasicMaterial{ fn default() -> BasicMaterial{ Builder::new().create() } } impl<T: Borrow<glin::Texture>> BasicMaterial<T>{ pub fn color(&self) -> Rgba<f32>{ self.color.unwrap_or(WHITE.to_rgba()) } pub fn texture(&self) -> Option<&glin::Texture>{ self.texture.as_ref().map(|t| t.borrow()) } } impl<T: Borrow<glin::Texture>> Material for BasicMaterial<T>{ fn program<R: RenderSurface>(&self, renderer: &::Renderer<R>) -> &glin::Program{ if self.texture.is_some() { shaders::get_texture_program(renderer) }else if self.color.is_some(){ shaders::get_color_program(renderer) }else{ shaders::get_color_coords_program(renderer) } } fn uniforms<R: RenderSurface>(&self, _: &::Renderer<R>) -> Vec<glin::program::Uniform>{ if let Some(t) = self.texture.as_ref(){ uniforms!{ color_uniform: self.color(), tex: (t.borrow(), 0), } }else{ uniforms!{ color_uniform: self.color(), } } } fn properties(&self) -> Vec<glin::Property>{ self.properties.clone() } } #[cfg(not(any(target_os="android", target_os="emscripten")))] mod shaders{ program_cache!("shaders/vertex.glsl", "shaders/fragment_color_coords.glsl", get_color_coords_program, SHADER); program_cache!("shaders/vertex.glsl", "shaders/fragment_color.glsl", get_color_program, COLOR_SHADER); program_cache!("shaders/vertex.glsl", "shaders/fragment_tex.glsl", get_texture_program, TEXTURE_SHADER); } #[cfg(any(target_os="android", target_os="emscripten"))] mod shaders{ program_cache!("shaders/vertex_gles.glsl", "shaders/fragment_color_coords_gles.glsl", get_color_coords_program, SHADER); program_cache!("shaders/vertex_gles.glsl", "shaders/fragment_color_gles.glsl", get_color_program, COLOR_SHADER); program_cache!("shaders/vertex_gles.glsl", "shaders/fragment_tex_gles.glsl", get_texture_program, TEXTURE_SHADER); }