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use crate::*;
impl PolygonShaders {
#[inline(always)]
fn new(device: &Device) -> Self {
Self {
vertex: device.create_shader_module(PolygonInstance::default_vertex_shader()),
fragment: device.create_shader_module(PolygonInstance::default_fragment_shader()),
tex_fragment: device
.create_shader_module(PolygonInstance::default_textured_fragment_shader()),
}
}
}
impl ShapeShaders {
#[inline(always)]
fn new(device: &Device) -> Self {
Self {
vertex: device.create_shader_module(ShapeInstance::default_vertex_shader()),
fragment: device.create_shader_module(ShapeInstance::default_fragment_shader()),
tex_fragment: device
.create_shader_module(ShapeInstance::default_textured_fragment_shader()),
}
}
}
impl WireShaders {
#[inline(always)]
fn new(device: &Device) -> Self {
Self {
vertex: device.create_shader_module(include_spirv!("shaders/line.vert.spv")),
fragment: device.create_shader_module(include_spirv!("shaders/line.frag.spv")),
}
}
}
impl CreatorCreator for Scene {
#[inline(always)]
fn instance_creator(&self) -> InstanceCreator {
let device = self.device();
InstanceCreator {
handler: self.device_handler().clone(),
polygon_shaders: Arc::new(PolygonShaders::new(device)),
shape_shaders: Arc::new(ShapeShaders::new(device)),
wire_shaders: Arc::new(WireShaders::new(device)),
}
}
}
impl InstanceCreator {
#[inline(always)]
pub fn create_polygon_instance<P: Polygon>(
&self,
object: &P,
desc: &PolygonInstanceDescriptor,
) -> PolygonInstance {
object.into_instance(self, desc)
}
#[inline(always)]
pub fn try_create_shape_instance<S: Shape>(
&self,
object: &S,
desc: &ShapeInstanceDescriptor,
) -> Option<ShapeInstance> {
object.try_into_instance(self, desc)
}
#[inline(always)]
pub fn create_shape_instance<S: Shape>(
&self,
object: &S,
desc: &ShapeInstanceDescriptor,
) -> ShapeInstance {
object.into_instance(self, desc)
}
#[inline(always)]
pub fn create_wire_frame_instance<S: Shape>(
&self,
object: &S,
desc: &WireFrameInstanceDescriptor,
) -> WireFrameInstance {
object.into_wire_frame(self, desc)
}
#[inline(always)]
pub fn create_texture(&self, image: &DynamicImage) -> Arc<Texture> {
Arc::new(image2texture::image2texture(&self.handler, image))
}
}