use blending;
use framebuffer::{ColorSlot, DepthSlot, Framebuffer, HasFramebuffer};
use shader::program::{HasProgram, Program};
use tessellation::{HasTessellation, Tessellation};
use texture::{Dimensionable, HasTexture, Layerable};
pub trait HasFrameCommand: HasFramebuffer + HasProgram + HasTessellation + HasTexture + Sized {
fn run_frame_command<L, D, CS, DS>(cmd: &FrameCommand<Self, L, D, CS, DS>)
where L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<Self, L, D>,
DS: DepthSlot<Self, L, D>;
}
pub fn run_frame_command<C, L, D, CS, DS>(cmd: &FrameCommand<C, L, D, CS, DS>)
where C: HasFrameCommand,
L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<C, L, D>,
DS: DepthSlot<C, L, D> {
C::run_frame_command(cmd);
}
pub struct FrameCommand<'a, C, L, D, CS, DS>
where C: 'a + HasFramebuffer + HasProgram + HasTessellation + HasTexture,
L: 'a + Layerable,
D: 'a + Dimensionable,
D::Size: Copy,
CS: 'a + ColorSlot<C, L, D>,
DS: 'a + DepthSlot<C, L, D> {
pub framebuffer: &'a Framebuffer<C, L, D, CS, DS>,
pub clear_color: [f32; 4],
pub shading_commands: Vec<ShadingCommand<'a, C>>
}
impl<'a, C, L, D, CS, DS> FrameCommand<'a, C, L, D, CS, DS>
where C: HasFramebuffer + HasProgram + HasTessellation + HasTexture,
L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<C, L, D>,
DS: DepthSlot<C, L, D> {
pub fn new(framebuffer: &'a Framebuffer<C, L, D, CS, DS>, clear_color: [f32; 4], shading_commands: Vec<ShadingCommand<'a, C>>) -> Self {
FrameCommand {
framebuffer: framebuffer,
clear_color: clear_color,
shading_commands: shading_commands
}
}
}
pub struct ShadingCommand<'a, C> where C: 'a + HasProgram + HasTessellation {
pub program: &'a C::Program,
pub update: Box<Fn() + 'a>,
pub render_commands: Vec<RenderCommand<'a, C>>
}
impl<'a, C> ShadingCommand<'a, C> where C: 'a + HasProgram + HasTessellation {
pub fn new<F: Fn() + 'a>(program: &'a Program<C>, update: F, render_commands: Vec<RenderCommand<'a, C>>) -> Self {
ShadingCommand {
program: &program.repr,
update: Box::new(update),
render_commands: render_commands
}
}
}
pub struct RenderCommand<'a, C> where C: 'a + HasTessellation {
pub blending: Option<(blending::Equation, blending::Factor, blending::Factor)>,
pub depth_test: bool,
pub update: Box<Fn() + 'a>,
pub tessellation: &'a Tessellation<C>,
pub instances: u32,
pub rasterization_size: Option<f32>
}
impl<'a, C> RenderCommand<'a, C> where C: 'a + HasTessellation {
pub fn new<F: Fn() + 'a>(blending: Option<(blending::Equation, blending::Factor, blending::Factor)>, depth_test: bool, update: F, tessellation: &'a Tessellation<C>, instances: u32, rasterization_size: Option<f32>) -> Self {
RenderCommand {
blending: blending,
depth_test: depth_test,
update: Box::new(update),
tessellation: tessellation,
instances: instances,
rasterization_size: rasterization_size
}
}
}