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use std::ffi::CString;
use gl;
use gl::types::{GLboolean, GLint};
use std::marker::PhantomData;
use back_end::GlGraphics;
#[derive(Clone, Copy)]
pub struct ShaderUniform<T : ?Sized>{
location : GLint,
phantom : PhantomData<T>,
}
pub trait UniformType {}
#[derive(Clone, Copy)]
pub struct SUFloat {}
impl UniformType for SUFloat {}
#[derive(Clone, Copy)]
pub struct SUInt {}
impl UniformType for SUInt {}
#[derive(Clone, Copy)]
pub struct SUVec2 {}
impl UniformType for SUVec2 {}
#[derive(Clone, Copy)]
pub struct SUVec3 {}
impl UniformType for SUVec3 {}
#[derive(Clone, Copy)]
pub struct SUVec4 {}
impl UniformType for SUVec4 {}
#[derive(Clone, Copy)]
pub struct SUMat2x2 {}
impl UniformType for SUMat2x2 {}
#[derive(Clone, Copy)]
pub struct SUMat3x3 {}
impl UniformType for SUMat3x3 {}
#[derive(Clone, Copy)]
pub struct SUMat4x4 {}
impl UniformType for SUMat4x4 {}
impl GlGraphics {
pub fn get_uniform<T : UniformType + ?Sized>(&self, name : &str) -> Option<ShaderUniform<T>> {
self.get_current_program().and_then( |p| {
unsafe {
let c_source = CString::new(name).ok();
c_source.and_then(|name| {
let uniform = match gl::GetUniformLocation(p, name.as_ptr()) {
-1 => None,
location => {
Some(ShaderUniform{
location : location,
phantom : PhantomData,
})
},
};
drop(name);
uniform
})
}
})
}
}
impl ShaderUniform<SUFloat> {
pub fn set(&self, gl : &GlGraphics, value : f32) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniform1f(p, self.location, value)}
});
}
}
impl ShaderUniform<SUInt> {
pub fn set(&self, gl : &GlGraphics, value : i32) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniform1i(p, self.location, value)}
});
}
}
impl ShaderUniform<SUVec2> {
pub fn set(&self, gl : &GlGraphics, value : &[f32; 2]) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniform2f(p, self.location, value[0], value[1])}
});
}
}
impl ShaderUniform<SUVec3> {
pub fn set(&self, gl : &GlGraphics, value : &[f32; 3]) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniform3f(p, self.location, value[0], value[1], value[2])}
});
}
}
impl ShaderUniform<SUVec4> {
pub fn set(&self, gl : &GlGraphics, value : &[f32; 4]) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniform4f(p, self.location, value[0], value[1], value[2], value[3])}
});
}
}
impl ShaderUniform<SUMat2x2> {
pub fn set(&self, gl : &GlGraphics, values : &[f32; 4]) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniformMatrix2fv(p, self.location, 1 as GLint, false as GLboolean, values.as_ptr())}
});
}
}
impl ShaderUniform<SUMat3x3> {
pub fn set(&self, gl : &GlGraphics, values : &[f32; 9]) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniformMatrix3fv(p, self.location, 1 as GLint, false as GLboolean, values.as_ptr())}
});
}
}
impl ShaderUniform<SUMat4x4> {
pub fn set(&self, gl : &GlGraphics, values : &[f32; 16]) {
gl.get_current_program().map(|p| {
unsafe {gl::ProgramUniformMatrix4fv(p, self.location, 1 as GLint, false as GLboolean, values.as_ptr())}
});
}
}