vulkano 0.5.6

Safe wrapper for the Vulkan graphics API
Documentation
// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.

//! Viewports and scissor boxes.
//!
//! There are two different concepts to determine where things will be drawn:
//!
//! - The viewport is the region of the image which corresponds to the
//!   vertex coordinates `-1.0` to `1.0`.
//! - Any pixel outside of the scissor box will be discarded.
//!
//! In other words modifying the viewport will stretch the image, while modifying the scissor
//! box acts like a filter.
//!
//! It is legal and sensible to use a viewport that is larger than the target image or that
//! only partially overlaps the target image.
//!
//! # Multiple viewports
//!
//! In most situations, you only need a single viewport and a single scissor box.
//!
//! If, however, you use a geometry shader, you can specify multiple viewports and scissor boxes.
//! Then in your geometry shader you can specify in which viewport and scissor box the primitive
//! should be written to. In GLSL this is done by writing to the special variable
//! `gl_ViewportIndex`.
//!
//! If you don't use a geometry shader or use a geometry shader where don't set which viewport to
//! use, then the first viewport and scissor box will be used.
//!
//! # Dynamic and fixed
//!
//! Vulkan allows four different setups:
//!
//! - The state of both the viewports and scissor boxes is known at pipeline creation.
//! - The state of viewports is known at pipeline creation, but the state of scissor boxes is
//!   only known when submitting the draw command.
//! - The state of scissor boxes is known at pipeline creation, but the state of viewports is
//!   only known when submitting the draw command.
//! - The state of both the viewports and scissor boxes is only known when submitting the
//!   draw command.
//!
//! In all cases the number of viewports and scissor boxes must be the same.
//!

use std::ops::Range;
use vk;

/// List of viewports and scissors that are used when creating a graphics pipeline object.
///
/// Note that the number of viewports and scissors must be the same.
#[derive(Debug, Clone)]
pub enum ViewportsState {
    /// The state is known in advance.
    Fixed {
        /// State of the viewports and scissors.
        data: Vec<(Viewport, Scissor)>,
    },

    /// The state of scissors is known in advance, but the state of viewports is dynamic and will
    /// bet set when drawing.
    ///
    /// Note that the number of viewports and scissors must be the same.
    DynamicViewports {
        /// State of the scissors.
        scissors: Vec<Scissor>,
    },

    /// The state of viewports is known in advance, but the state of scissors is dynamic and will
    /// bet set when drawing.
    ///
    /// Note that the number of viewports and scissors must be the same.
    DynamicScissors {
        /// State of the viewports
        viewports: Vec<Viewport>,
    },

    /// The state of both the viewports and scissors is dynamic and will be set when drawing.
    Dynamic {
        /// Number of viewports and scissors.
        num: u32,
    },
}

impl ViewportsState {
    /// Returns true if the state of the viewports is dynamic.
    pub fn dynamic_viewports(&self) -> bool {
        match *self {
            ViewportsState::Fixed { .. } => false,
            ViewportsState::DynamicViewports { .. } => true,
            ViewportsState::DynamicScissors { .. } => false,
            ViewportsState::Dynamic { .. } => true,
        }
    }

    /// Returns true if the state of the scissors is dynamic.
    pub fn dynamic_scissors(&self) -> bool {
        match *self {
            ViewportsState::Fixed { .. } => false,
            ViewportsState::DynamicViewports { .. } => false,
            ViewportsState::DynamicScissors { .. } => true,
            ViewportsState::Dynamic { .. } => true,
        }
    }

    /// Returns the number of viewports and scissors.
    pub fn num_viewports(&self) -> u32 {
        match *self {
            ViewportsState::Fixed { ref data } => data.len() as u32,
            ViewportsState::DynamicViewports { ref scissors } => scissors.len() as u32,
            ViewportsState::DynamicScissors { ref viewports } => viewports.len() as u32,
            ViewportsState::Dynamic { num } => num,
        }
    }
}

/// State of a single viewport.
// FIXME: check that:
//        x + width must be less than or equal to viewportBoundsRange[0]
//        y + height must be less than or equal to viewportBoundsRange[1]
#[derive(Debug, Clone, PartialEq)]
pub struct Viewport {
    /// Coordinates in pixels of the top-left hand corner of the viewport.
    pub origin: [f32; 2],

    /// Dimensions in pixels of the viewport.
    pub dimensions: [f32; 2],

    /// Minimum and maximum values of the depth.
    ///
    /// The values `0.0` to `1.0` of each vertex's Z coordinate will be mapped to this
    /// `depth_range` before being compared to the existing depth value.
    ///
    /// This is equivalents to `glDepthRange` in OpenGL, except that OpenGL uses the Z coordinate
    /// range from `-1.0` to `1.0` instead.
    pub depth_range: Range<f32>,
}

#[doc(hidden)]
impl Into<vk::Viewport> for Viewport {
    #[inline]
    fn into(self) -> vk::Viewport {
        vk::Viewport {
            x: self.origin[0],
            y: self.origin[1],
            width: self.dimensions[0],
            height: self.dimensions[1],
            minDepth: self.depth_range.start,
            maxDepth: self.depth_range.end,
        }
    }
}

/// State of a single scissor box.
// FIXME: add a check:
//      Evaluation of (offset.x + extent.width) must not cause a signed integer addition overflow
//      Evaluation of (offset.y + extent.height) must not cause a signed integer addition overflow
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub struct Scissor {
    /// Coordinates in pixels of the top-left hand corner of the box.
    pub origin: [i32; 2],

    /// Dimensions in pixels of the box.
    pub dimensions: [u32; 2],
}

impl Scissor {
    /// Defines a scissor box that it outside of the image.
    #[inline]
    pub fn irrelevant() -> Scissor {
        Scissor {
            origin: [0, 0],
            dimensions: [0x7fffffff, 0x7fffffff],
        }
    }
}

impl Default for Scissor {
    #[inline]
    fn default() -> Scissor {
        Scissor::irrelevant()
    }
}

#[doc(hidden)]
impl Into<vk::Rect2D> for Scissor {
    #[inline]
    fn into(self) -> vk::Rect2D {
        vk::Rect2D {
            offset: vk::Offset2D {
                x: self.origin[0],
                y: self.origin[1],
            },
            extent: vk::Extent2D {
                width: self.dimensions[0],
                height: self.dimensions[1],
            },
        }
    }
}