use plexus::buffer::MeshBuffer;
use rand;
use std::ops::{Deref, DerefMut};
use math::{FScalar, FVector4};
mod camera;
pub mod pipeline;
mod renderer;
mod texture;
pub use self::camera::{AspectRatio, Camera, Projection};
pub use self::pipeline::{Transform, Vertex};
pub use self::renderer::{GlutinRenderer, MetaRenderer, Renderer};
pub use self::texture::Texture;
pub type Index = u32;
pub struct Color(FVector4);
impl Color {
pub fn new(r: FScalar, g: FScalar, b: FScalar, a: FScalar) -> Self {
Color(FVector4::new(r, g, b, a))
}
pub fn random() -> Self {
Color::new(
rand::random::<FScalar>(),
rand::random::<FScalar>(),
rand::random::<FScalar>(),
1.0,
)
}
pub fn white() -> Self {
Color::new(1.0, 1.0, 1.0, 1.0)
}
pub fn black() -> Self {
Color::new(0.0, 0.0, 0.0, 1.0)
}
}
impl Deref for Color {
type Target = FVector4;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for Color {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
pub trait ToMeshBuffer {
fn to_mesh_buffer(&self) -> MeshBuffer<Index, Vertex>;
}