1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83
use crate::menu::Component; use futures::Future; use failure::Error; use crate::graphics::Bundle; use crate::graphics::Texture; use std::sync::Arc; use crate::setup_context::SetupContext; use crate::primitive::Vertex2DUV; use crate::allocator::GpuAllocator; use crate::allocator::DefaultGpuAllocator; use gfx_hal::Backend; use gfx_hal::Device; use gfx_hal::Instance; use crate::allocator::DefaultChunk; use crate::context::Context; use crate::graphics::Pipeline; use crate::setup_context::CreateTexturedPipeline; use crate::graphics::Rgba8Srgb; use crate::graphics::Single; pub struct Image< A: GpuAllocator<B, D> = DefaultGpuAllocator<DefaultChunk<backend::Backend, backend::Device>, backend::Backend, backend::Device>, B: Backend = backend::Backend, D: Device<B> = backend::Device, I: Instance<Backend = B> = backend::Instance, > { bundle: Bundle<u16, Vertex2DUV, A, B, D, I>, _texture: Texture<Rgba8Srgb, Single, A, B, D, I>, pipeline: Pipeline<Vertex2DUV, A, B, D, I> } impl< A: GpuAllocator<B, D>, B: Backend, D: Device<B>, I: Instance<Backend = B>, > Image<A, B, D, I> { const INDEXES: [u16; 6] = [0, 1, 2, 3, 0, 1]; pub fn new(setup: Arc<SetupContext<A, B, D, I>>, image_data: &'static [u8]) -> impl Future<Item=Self, Error=Error> { let (_window_width, _window_height) = setup.logical_window_size(); const VERTICES: [Vertex2DUV; 4] = [ Vertex2DUV { x: -1.0, y: 1.0, r: 0.0, g: 1.0 }, Vertex2DUV { x: 1.0, y: -1.0, r: 1.0, g: 0.0 }, Vertex2DUV { x: 1.0, y: 1.0, r: 1.0, g: 1.0 }, Vertex2DUV { x: -1.0, y: -1.0, r: 0.0, g: 0.0 }, ]; let bundle_future = setup.create_bundle(&Self::INDEXES, &VERTICES); let texture_future = setup.create_texture_from_bytes(image_data); let pipeline_future = setup.create_textured_pipeline(); bundle_future.join3(texture_future, pipeline_future).map(|(bundle, texture, pipeline)| { pipeline.bind_texture(&texture); Self { bundle, _texture: texture, pipeline } }) } } impl< A: GpuAllocator<B, D>, B: Backend, D: Device<B>, I: Instance<Backend = B>, > Component<A, B, D, I> for Image<A, B, D, I> { fn resize(&mut self, _size: (u32, u32)) { unimplemented!() } fn draw(&self, context: &mut Context<A, B, D, I>) -> Result<(), Error> { context.draw(&self.pipeline, &self.bundle); Ok(()) } }