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use { OpenGL, PickShader, Shaders };
#[allow(missing_docs)]
#[allow(non_camel_case_types)]
#[derive(Copy, Clone, Debug, PartialEq, PartialOrd, Eq, Ord)]
pub enum GLSL {
V1_10,
V1_20,
V1_30,
V1_40,
V1_50,
V3_30,
V4_00,
V4_10,
V4_20,
V4_30,
V4_40,
V4_50
}
impl GLSL {
#[allow(non_snake_case)]
pub fn to_opengl(&self) -> OpenGL {
match *self {
GLSL::V1_10 => OpenGL::V2_0,
GLSL::V1_20 => OpenGL::V2_1,
GLSL::V1_30 => OpenGL::V3_0,
GLSL::V1_40 => OpenGL::V3_1,
GLSL::V1_50 => OpenGL::V3_2,
GLSL::V3_30 => OpenGL::V3_3,
GLSL::V4_00 => OpenGL::V4_0,
GLSL::V4_10 => OpenGL::V4_1,
GLSL::V4_20 => OpenGL::V4_2,
GLSL::V4_30 => OpenGL::V4_3,
GLSL::V4_40 => OpenGL::V4_4,
GLSL::V4_50 => OpenGL::V4_5
}
}
}
impl PickShader for GLSL {
fn pick_shader<'a, S: ?Sized>(self, shaders: &Shaders<'a, Self, S>) -> Option<&'a S> {
let low = if self < GLSL::V1_50 {
GLSL::V1_10
} else {
GLSL::V1_50
};
shaders.0.iter()
.skip_while(|&(v, _)| *v < low)
.take_while(|&(v, _)| *v <= self)
.last().map(|(_, &s)| s)
}
}