use super::*;
pub struct Rect {
pub pos: Vec2,
pub size: Vec2,
pub color: Color,
}
impl Rect {
pub fn compare(&self, crop: &Geom, r: &RectImpl) -> State {
let Self { pos, size, color } = *self;
let xyzw = State::XYZW.or_def(geom_cmp(pos, size, crop, &r.base));
let rgba = State::RGBA.or_def(color != r.base.color);
let ord = State::MISMATCH.or_def(!rgba.is_empty() && ordered(color) != r.ordered());
ord | xyzw | rgba
}
pub fn obj(self, crop: Geom) -> RectImpl {
let Self { pos, size, color } = self;
RectImpl { base: Base { pos, size, crop, color } }
}
}
pub struct RectImpl {
base: Base,
}
impl RectImpl {
pub fn batchable(&self, r: &Self) -> bool {
self.ordered() == r.ordered()
}
}
impl Primitive for RectImpl {
fn base(&self) -> &Base {
&self.base
}
fn write_mesh(&self, aspect: Vec2, BatchedObj { z, state, xyzw, rgba, .. }: BatchedObj) {
if state.contains(State::XYZW) {
let ((x1, y1), (x2, y2)) = mat2({
let (p1, p2) = self.base.bound_box();
(p1.mul(aspect), p2.mul(aspect))
});
let O = f16::ZERO;
xyzw[..16].copy_from_slice(&[x1, y1, z, O, x2, y1, z, O, x2, y2, z, O, x1, y2, z, O]);
}
if state.contains(State::RGBA) {
let (r, g, b, a) = vec4(self.base.color.mul(255).clmp(0, 255).round());
rgba[..16].copy_from_slice(&[r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a]);
}
}
fn batch_draw(&self, b: &VaoBind<u16>, (offset, num): (u16, u16)) {
let s = LeakyStatic!(Shader, { [vs_gui__pos_col, ps_gui__col].pipe(Shader::pure) });
let _ = s.Bind();
b.Draw((num, offset, gl::TRIANGLES));
}
fn ordered(&self) -> bool {
ordered(self.base().color)
}
}
SHADER!(
vs_gui__pos_col,
r"layout(location = 0) in vec4 Position;
layout(location = 1) in vec4 Color;
out vec4 glColor;
void main() {
gl_Position = vec4(Position.xyz, 1);
glColor = Color;
}"
);
SHADER!(
ps_gui__col,
r"in vec4 glColor;
layout(location = 0) out vec4 glFragColor;
void main() { glFragColor = glColor; }"
);