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use blending;
use framebuffer::{ColorSlot, DepthSlot, Framebuffer, HasFramebuffer};
use shader::program::{HasProgram, Program};
use tessellation::{HasTessellation, Tessellation};
use texture::{Dimensionable, HasTexture, Layerable};
pub trait HasPipeline: HasFramebuffer + HasProgram + HasTessellation + HasTexture + Sized {
fn run_pipeline<L, D, CS, DS>(cmd: &Pipeline<Self, L, D, CS, DS>)
where L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<Self, L, D>,
DS: DepthSlot<Self, L, D>;
fn run_shading_command<T>(shading_cmd: &ShadingCommand<Self, T>);
}
pub fn run_pipeline<C, L, D, CS, DS>(cmd: &Pipeline<C, L, D, CS, DS>)
where C: HasPipeline,
L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<C, L, D>,
DS: DepthSlot<C, L, D> {
C::run_pipeline(cmd);
}
pub struct Pipeline<'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<&'a SomeShadingCommand>
}
impl<'a, C, L, D, CS, DS> Pipeline<'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<&'a SomeShadingCommand>) -> Self {
Pipeline {
framebuffer: framebuffer,
clear_color: clear_color,
shading_commands: shading_commands
}
}
}
pub trait SomeShadingCommand {
fn run_shading_command(&self);
}
impl<'a, C, T> SomeShadingCommand for ShadingCommand<'a, C, T> where C: 'a + HasPipeline {
fn run_shading_command(&self) {
C::run_shading_command(self);
}
}
pub struct ShadingCommand<'a, C, T> where C: 'a + HasProgram + HasTessellation, T: 'a {
pub program: &'a Program<C, T>,
pub update: Box<Fn(&T) + 'a>,
pub render_commands: Vec<RenderCommand<'a, C, T>>
}
impl<'a, C, T> ShadingCommand<'a, C, T> where C: 'a + HasProgram + HasTessellation {
pub fn new<F: Fn(&T) + 'a>(program: &'a Program<C, T>, update: F, render_commands: Vec<RenderCommand<'a, C, T>>) -> Self {
ShadingCommand {
program: &program,
update: Box::new(update),
render_commands: render_commands
}
}
}
pub struct RenderCommand<'a, C, T> where C: 'a + HasTessellation {
pub blending: Option<(blending::Equation, blending::Factor, blending::Factor)>,
pub depth_test: bool,
pub update: Box<Fn(&T) + 'a>,
pub tessellation: &'a Tessellation<C>,
pub instances: u32,
pub rasterization_size: Option<f32>
}
impl<'a, C, T> RenderCommand<'a, C, T> where C: 'a + HasTessellation {
pub fn new<F: Fn(&T) + '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
}
}
}