euc 0.4.0

A software rendering crate that lets you write shaders with Rust
Documentation
#[cfg(feature = "nightly")]
use alloc::prelude::*;

use crate::{
    Target,
    Sample,
    Interpolate,
};

/// A 2-dimensional texture.
///
/// This type may be used to contain colour data, depth data, or arbitrary pixel data.
pub struct Texture2d<T> {
    items: Vec<T>,
    size: [usize; 2],
}

impl<T: Clone> Texture2d<T> {
    pub fn new(size: [usize; 2], fill: T) -> Self {
        Self {
            items: vec![fill; size[0] * size[1]],
            size,
        }
    }
}

impl<T: Clone> Target for Texture2d<T> {
    type Item = T;

    #[inline(always)]
    fn size(&self) -> [usize; 2] {
        self.size
    }

    #[inline(always)]
    unsafe fn set(&mut self, pos: [usize; 2], item: Self::Item) {
        *self.items.get_unchecked_mut(pos[1] * self.size[0] + pos[0]) = item;
    }

    #[inline(always)]
    unsafe fn get(&self, pos: [usize; 2]) -> Self::Item {
        self.items.get_unchecked(pos[1] * self.size[0] + pos[0]).clone()
    }

    fn clear(&mut self, fill: Self::Item) {
        self.items = vec![fill; self.size[0] * self.size[1]];
    }
}

impl<T: Clone + Interpolate> Sample

impl<T> AsRef<[T]> for Texture2d<T> {
    fn as_ref(&self) -> &[T] {
        &self.items
    }
}