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use super::*; mod storage; pub use storage::*; pub(crate) static mut UNIFORM_TEXTURE_COUNT: usize = 0; pub trait Uniform { fn apply(&self, gl: &raw::Context, info: &UniformInfo); } pub trait UniformVisitor { fn visit<U: Uniform>(&mut self, name: &str, uniform: &U); } macro_rules! impl_primitive_uniform { ($t:ty as $glt:ty: [$f1:ident, $f2:ident, $f3:ident, $f4:ident]) => { impl Uniform for $t { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { gl.$f1(&info.location, *self as $glt); } } impl Uniform for [$t; 2] { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { gl.$f2(&info.location, self[0] as $glt, self[1] as $glt); } } impl Uniform for [$t; 3] { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { gl.$f3( &info.location, self[0] as $glt, self[1] as $glt, self[2] as $glt, ); } } impl Uniform for [$t; 4] { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { gl.$f4( &info.location, self[0] as $glt, self[1] as $glt, self[2] as $glt, self[3] as $glt, ); } } }; } impl_primitive_uniform!(f32 as raw::Float: [uniform_1f, uniform_2f, uniform_3f, uniform_4f]); impl_primitive_uniform!(f64 as raw::Float: [uniform_1f, uniform_2f, uniform_3f, uniform_4f]); impl_primitive_uniform!(i8 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(i16 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(i32 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(i64 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(isize as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(u8 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(u16 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(u32 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(u64 as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl_primitive_uniform!(usize as raw::Int: [uniform_1i, uniform_2i, uniform_3i, uniform_4i]); impl Uniform for Mat4<f32> { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { gl.uniform_matrix4fv(&info.location, 1, raw::FALSE, self.as_flat_array()); } } impl<P: TexturePixel> Uniform for Texture2d<P> { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { gl.active_texture(raw::TEXTURE0 + unsafe { UNIFORM_TEXTURE_COUNT } as raw::Enum); gl.bind_texture(raw::TEXTURE_2D, &self.handle); gl.uniform_1i(&info.location, unsafe { UNIFORM_TEXTURE_COUNT } as raw::Int); unsafe { UNIFORM_TEXTURE_COUNT += 1; } } } impl<U: Uniform> Uniform for Option<U> { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { if let Some(ref value) = *self { value.apply(gl, info); } } } pub trait AsUniform { type Uniform: Uniform; fn as_uniform(&self) -> &Self::Uniform; } impl<T: AsUniform> Uniform for T { fn apply(&self, gl: &raw::Context, info: &UniformInfo) { self.as_uniform().apply(gl, info); } } impl<'a, U: Uniform> AsUniform for &'a U { type Uniform = U; fn as_uniform(&self) -> &U { &self } } impl<'a, U: Uniform> AsUniform for Ref<'a, U> { type Uniform = U; fn as_uniform(&self) -> &U { self.deref() } } impl<U> AsUniform for Vec2<U> where [U; 2]: Uniform, { type Uniform = [U; 2]; fn as_uniform(&self) -> &[U; 2] { self.deref() } } impl<U> AsUniform for Vec3<U> where [U; 3]: Uniform, { type Uniform = [U; 3]; fn as_uniform(&self) -> &[U; 3] { self.deref() } } impl<U> AsUniform for Vec4<U> where [U; 4]: Uniform, { type Uniform = [U; 4]; fn as_uniform(&self) -> &[U; 4] { self.deref() } } impl AsUniform for Color<f32> { type Uniform = [f32; 4]; fn as_uniform(&self) -> &[f32; 4] { self.deref() } }