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#[macro_use]
extern crate ami;
extern crate awi;
extern crate afi;
extern crate asi_vulkan;
extern crate adi_gpu_base;
extern crate libc;
pub(crate) mod renderer;
use ami::*;
use adi_gpu_base as base;
pub use renderer::Texture;
pub struct Display {
renderer: renderer::Renderer,
}
impl base::Display for Display {
type Model = Model;
type Texture = Texture;
type Gradient = Gradient;
type TexCoords = TexCoords;
type Shape = Shape;
fn new(window: &awi::Window) -> Option<Self> {
let renderer = renderer::Renderer::new("ADI Application",
window.get_connection(), (0.0, 0.0, 0.0));
Some(Display { renderer })
}
fn color(&mut self, color: (f32, f32, f32)) {
self.renderer.bg_color(color);
}
fn update(&mut self) {
self.renderer.update();
}
fn camera(&mut self, xyz: (f32,f32,f32), rotate_xyz: (f32,f32,f32)) {
self.renderer.set_camera(xyz, rotate_xyz);
self.renderer.camera();
}
fn model(&mut self, vertices: &[f32], indices: &[u32]) -> Model {
Model(self.renderer.model(vertices, indices))
}
fn fog(&mut self, fog: Option<(f32, f32)>) -> () {
if let Some(fog) = fog {
self.renderer.fog(fog);
} else {
self.renderer.fog((::std::f32::MAX, 0.0));
}
}
fn texture(&mut self, graphic: afi::Graphic) -> Texture {
let (w, h, pixels) = graphic.as_slice();
self.renderer.texture(w, h, pixels)
}
fn gradient(&mut self, colors: &[f32]) -> Gradient {
Gradient(self.renderer.colors(colors))
}
fn texcoords(&mut self, texcoords: &[f32]) -> TexCoords {
TexCoords(self.renderer.texcoords(texcoords))
}
fn set_texture(&mut self, texture: &mut Self::Texture, pixels: &[u32]) {
self.renderer.set_texture(texture, pixels);
}
#[inline(always)]
fn shape_solid(&mut self, model: &Model, transform: Mat4,
color: [f32; 4], blending: bool, fancy: bool, fog: bool,
camera: bool) -> Shape
{
Shape(self.renderer.solid(model.0, transform.0, color,
blending, fancy, fog, camera))
}
#[inline(always)]
fn shape_gradient(&mut self, model: &Model, transform: Mat4,
colors: Gradient, blending: bool, fancy: bool, fog: bool,
camera: bool) -> Shape
{
Shape(self.renderer.gradient(model.0, transform.0,
colors.0, blending, fancy, fog, camera))
}
#[inline(always)]
fn shape_texture(&mut self, model: &Model, transform: Mat4,
texture: Texture, tc: TexCoords, blending: bool, fancy: bool,
fog: bool, camera: bool) -> Shape
{
Shape(self.renderer.textured(model.0, transform.0,
texture, tc.0, blending, fancy, fog, camera))
}
#[inline(always)]
fn shape_faded(&mut self, model: &Model, transform: Mat4,
texture: Texture, tc: TexCoords, alpha: f32, fancy: bool,
fog: bool, camera: bool) -> Shape
{
Shape(self.renderer.faded(model.0, transform.0,
texture, tc.0, alpha, fancy, fog, camera))
}
#[inline(always)]
fn shape_tinted(&mut self, model: &Model, transform: Mat4,
texture: Texture, tc: TexCoords, tint: [f32; 4], blending: bool,
fancy: bool, fog: bool, camera: bool) -> Shape
{
Shape(self.renderer.tinted(model.0, transform.0,
texture, tc.0, tint, blending, fancy, fog, camera))
}
#[inline(always)]
fn shape_complex(&mut self, model: &Model, transform: Mat4,
texture: Texture, tc: TexCoords, tints: Gradient,
blending: bool, fancy: bool, fog: bool, camera: bool) -> Shape
{
Shape(self.renderer.complex(model.0, transform.0,
texture, tc.0, tints.0, blending, fancy, fog, camera))
}
fn transform(&mut self, shape: &mut Self::Shape, transform: &Mat4) {
self.renderer.transform(&mut shape.0, transform);
}
fn resize(&mut self, wh: (u32, u32)) -> () {
self.renderer.resize(wh);
}
}
#[derive(Copy, Clone)]
pub struct Model(usize);
impl base::Model for Model {
}
#[derive(Copy, Clone)]
pub struct Gradient(usize);
impl base::Gradient for Gradient {
}
#[derive(Copy, Clone)]
pub struct TexCoords(usize);
impl base::TexCoords for TexCoords {
}
impl base::Texture for Texture {
fn wh(&self) -> (u32, u32) {
(self.w, self.h)
}
}
pub struct Shape(renderer::ShapeHandle);
impl base::Shape for Shape {
}