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mod shapes; mod transform; pub use shapes::*; pub use transform::*; use super::{ Color, Command, Draw, DrawList, DrawState, Geometry, GeometryVariants, LineState, LineVertex, Projection, TextureCache, }; use bytemuck::{Pod, Zeroable}; use solstice::texture::Texture; #[repr(C)] #[derive(Zeroable, Pod, Debug, PartialEq, Copy, Clone, solstice::vertex::Vertex)] pub struct Vertex3D { pub position: [f32; 3], pub uv: [f32; 2], pub color: [f32; 4], pub normal: [f32; 3], } impl From<Vec<Vertex3D>> for Geometry<'_, Vertex3D> { fn from(vertices: Vec<Vertex3D>) -> Self { Self::new::<_, Vec<u32>>(vertices, None) } } impl<'a> From<&'a [Vertex3D]> for Geometry<'a, Vertex3D> { fn from(vertices: &'a [Vertex3D]) -> Self { Self::new::<_, Vec<u32>>(vertices, None) } } impl<'a, G> Draw<Vertex3D, G> for DrawList<'a> where G: crate::GeometryKind<'a, Vertex3D> + 'a, { fn draw(&mut self, geometry: G) { self.draw_with_color_and_transform(geometry, self.color, self.transform) } fn draw_with_transform<TX: Into<Transform3D>>(&mut self, geometry: G, transform: TX) { self.draw_with_color_and_transform(geometry, self.color, transform) } fn draw_with_color<C: Into<Color>>(&mut self, geometry: G, color: C) { self.draw_with_color_and_transform(geometry, color, self.transform) } fn draw_with_color_and_transform<C: Into<Color>, TX: Into<Transform3D>>( &mut self, geometry: G, color: C, transform: TX, ) { self.commands.push(Command::Draw(DrawState { data: GeometryVariants::D3(geometry.into()), transform: transform.into(), camera: self.camera, projection_mode: self .projection_mode .unwrap_or(Projection::Perspective(None)), color: color.into(), texture: None, target: self.target.clone(), shader: self.shader.clone(), })) } fn image<T: Texture>(&mut self, geometry: G, texture: T) { self.image_with_color_and_transform(geometry, texture, self.color, self.transform) } fn image_with_color<T, C>(&mut self, geometry: G, texture: T, color: C) where T: Texture, C: Into<Color>, { self.image_with_color_and_transform(geometry, texture, color, self.transform) } fn image_with_transform<T, TX>(&mut self, geometry: G, texture: T, transform: TX) where T: Texture, TX: Into<Transform3D>, { self.image_with_color_and_transform(geometry, texture, self.color, transform) } fn image_with_color_and_transform<T, C, TX>( &mut self, geometry: G, texture: T, color: C, transform: TX, ) where T: Texture, C: Into<Color>, TX: Into<Transform3D>, { self.commands.push(Command::Draw(DrawState { data: GeometryVariants::D3(geometry.into()), transform: transform.into(), camera: self.camera, projection_mode: self .projection_mode .unwrap_or(Projection::Perspective(None)), color: color.into(), texture: Some(TextureCache { ty: texture.get_texture_type(), key: texture.get_texture_key(), info: texture.get_texture_info(), }), target: self.target.clone(), shader: self.shader.clone(), })) } } impl<'a, G> crate::Stroke<crate::Vertex3D, G> for DrawList<'a> where G: Into<Geometry<'a, crate::Vertex3D>>, { fn stroke(&mut self, geometry: G) { self.stroke_with_color_and_transform(geometry, self.color, self.transform) } fn stroke_with_transform<TX: Into<Transform3D>>(&mut self, geometry: G, transform: TX) { self.stroke_with_color_and_transform(geometry, self.color, transform) } fn stroke_with_color<C: Into<Color>>(&mut self, geometry: G, color: C) { self.stroke_with_color_and_transform(geometry, color, self.transform) } fn stroke_with_color_and_transform<C: Into<Color>, TX: Into<Transform3D>>( &mut self, geometry: G, color: C, transform: TX, ) { let crate::Geometry { vertices, .. } = geometry.into(); self.commands.push(Command::Line(DrawState { data: LineState { geometry: vertices .iter() .map(|v: &Vertex3D| LineVertex { position: v.position, width: 5.0, color: [1., 1., 1., 1.], }) .collect::<Vec<_>>() .into(), is_loop: true, depth_buffer: false, }, transform: transform.into(), camera: self.camera, projection_mode: self .projection_mode .unwrap_or(Projection::Perspective(None)), color: color.into(), texture: None, target: self.target.clone(), shader: self.shader.clone(), })) } }