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use crate::Color;
use crate::Rect;
#[repr(C)]
#[derive(Copy, Clone, Debug)]
pub struct Instance {
src_ul: [f32; 2],
src_lr: [f32; 2],
dst_ul: [f32; 2],
dst_lr: [f32; 2],
rotate: f32,
color_factor: [f32; 4],
}
unsafe impl bytemuck::Pod for Instance {}
unsafe impl bytemuck::Zeroable for Instance {}
const FLOAT_SIZE: wgpu::BufferAddress = std::mem::size_of::<f32>() as wgpu::BufferAddress;
impl Instance {
pub fn builder() -> InstanceBuilder {
InstanceBuilder {
src: [0.0, 0.0, 1.0, 1.0].into(),
dest: [0.0, 0.0, 1.0, 1.0].into(),
rotate: 0.0,
color_factor: [1.0, 1.0, 1.0, 1.0],
}
}
fn new<R1: Into<Rect>, R2: Into<Rect>>(
src: R1,
dest: R2,
rotate: f32,
color_factor: [f32; 4],
) -> Instance {
let src = src.into();
let dest = dest.into();
Instance {
src_ul: src.upper_left(),
src_lr: src.lower_right(),
dst_ul: dest.upper_left(),
dst_lr: dest.lower_right(),
rotate,
color_factor,
}
}
pub fn src(&self) -> Rect {
[self.src_ul, self.src_lr].into()
}
pub fn set_src<R: Into<Rect>>(&mut self, rect: R) {
let rect = rect.into();
self.src_ul = rect.upper_left();
self.src_lr = rect.lower_right();
}
pub fn dest(&self) -> Rect {
[self.dst_ul, self.dst_lr].into()
}
pub fn set_dest<R: Into<Rect>>(&mut self, rect: R) {
let rect = rect.into();
self.dst_ul = rect.upper_left();
self.dst_lr = rect.lower_right();
}
pub fn rotation(&self) -> f32 {
self.rotate
}
pub fn set_rotation(&mut self, rotate: f32) {
self.rotate = rotate;
}
pub fn set_color_factor<C: Into<Color>>(&mut self, color_factor: C) {
self.color_factor = color_factor.into().to_array();
}
pub(super) fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
assert_eq!(
std::mem::align_of::<Instance>(),
std::mem::align_of::<f32>(),
);
assert_eq!(
std::mem::size_of::<Instance>(),
std::mem::size_of::<f32>() * 13,
);
use std::mem;
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Instance>() as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float2,
},
wgpu::VertexAttributeDescriptor {
offset: FLOAT_SIZE * 2,
shader_location: 1,
format: wgpu::VertexFormat::Float2,
},
wgpu::VertexAttributeDescriptor {
offset: FLOAT_SIZE * (2 + 2),
shader_location: 2,
format: wgpu::VertexFormat::Float2,
},
wgpu::VertexAttributeDescriptor {
offset: FLOAT_SIZE * (2 + 2 + 2),
shader_location: 3,
format: wgpu::VertexFormat::Float2,
},
wgpu::VertexAttributeDescriptor {
offset: FLOAT_SIZE * (2 + 2 + 2 + 2),
shader_location: 4,
format: wgpu::VertexFormat::Float,
},
wgpu::VertexAttributeDescriptor {
offset: FLOAT_SIZE * (2 + 2 + 2 + 2 + 1),
shader_location: 5,
format: wgpu::VertexFormat::Float4,
},
],
}
}
}
pub struct InstanceBuilder {
src: Rect,
dest: Rect,
rotate: f32,
color_factor: [f32; 4],
}
impl InstanceBuilder {
pub fn build(self) -> Instance {
Instance::new(self.src, self.dest, self.rotate, self.color_factor)
}
pub fn src<R: Into<Rect>>(mut self, src: R) -> Self {
self.src = src.into();
self
}
pub fn dest<R: Into<Rect>>(mut self, dest: R) -> Self {
self.dest = dest.into();
self
}
pub fn rotate(mut self, rotate: f32) -> Self {
self.rotate = rotate;
self
}
pub fn color_factor<C: Into<Color>>(mut self, color_factor: C) -> Self {
self.color_factor = color_factor.into().to_array();
self
}
}
impl From<InstanceBuilder> for Instance {
fn from(builder: InstanceBuilder) -> Self {
builder.build()
}
}