85 lines
2.1 KiB
Rust
85 lines
2.1 KiB
Rust
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//! Draw meshes of triangles.
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use crate::{settings, Transformation};
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use iced_native::{Rectangle, Vector};
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use std::mem;
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const UNIFORM_BUFFER_SIZE: usize = 100;
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const VERTEX_BUFFER_SIZE: usize = 10_000;
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const INDEX_BUFFER_SIZE: usize = 10_000;
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#[derive(Debug)]
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pub(crate) struct Pipeline {}
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impl Pipeline {
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pub fn new(
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gl: &glow::Context,
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antialiasing: Option<settings::Antialiasing>,
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) -> Pipeline {
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Pipeline {}
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}
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pub fn draw(
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&mut self,
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gl: &glow::Context,
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target_width: u32,
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target_height: u32,
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transformation: Transformation,
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scale_factor: f32,
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meshes: &[(Vector, Rectangle<u32>, &Mesh2D)],
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) {
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}
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}
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#[repr(C)]
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#[derive(Debug, Clone, Copy)]
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struct Uniforms {
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transform: [f32; 16],
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// We need to align this to 256 bytes to please `wgpu`...
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// TODO: Be smarter and stop wasting memory!
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_padding_a: [f32; 32],
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_padding_b: [f32; 16],
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}
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impl Default for Uniforms {
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fn default() -> Self {
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Self {
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transform: *Transformation::identity().as_ref(),
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_padding_a: [0.0; 32],
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_padding_b: [0.0; 16],
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}
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}
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}
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impl From<Transformation> for Uniforms {
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fn from(transformation: Transformation) -> Uniforms {
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Self {
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transform: transformation.into(),
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_padding_a: [0.0; 32],
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_padding_b: [0.0; 16],
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}
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}
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}
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/// A two-dimensional vertex with some color in __linear__ RGBA.
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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pub struct Vertex2D {
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/// The vertex position
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pub position: [f32; 2],
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/// The vertex color in __linear__ RGBA.
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pub color: [f32; 4],
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}
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/// A set of [`Vertex2D`] and indices representing a list of triangles.
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///
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/// [`Vertex2D`]: struct.Vertex2D.html
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#[derive(Clone, Debug)]
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pub struct Mesh2D {
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/// The vertices of the mesh
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pub vertices: Vec<Vertex2D>,
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/// The list of vertex indices that defines the triangles of the mesh.
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///
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/// Therefore, this list should always have a length that is a multiple of 3.
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pub indices: Vec<u32>,
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}
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