use std::f32::consts::PI; use luminance::context::GraphicsContext; use luminance::framebuffer::Framebuffer; use luminance::pipeline::PipelineState; use luminance::render_state::RenderState; use luminance::shader::program::Program; use luminance::tess::{Mode, Tess, TessBuilder, TessSliceIndex}; use luminance::texture::Dim2; use crate::constants; use crate::vertex::{Vertex, VertexPosition, VertexRGB, VertexSemantics}; fn gen_rectangle(x1: f32, y1: f32, x2: f32, y2: f32, color: [u8; 3]) -> Vec { let mut vertices: Vec = Vec::new(); vertices.push(Vertex { position: VertexPosition::new([x1, y1]), color: VertexRGB::new(color), }); vertices.push(Vertex { position: VertexPosition::new([x1, y2]), color: VertexRGB::new(color), }); vertices.push(Vertex { position: VertexPosition::new([x2, y2]), color: VertexRGB::new(color), }); vertices.push(Vertex { position: VertexPosition::new([x2, y1]), color: VertexRGB::new(color), }); vertices } fn gen_border() -> Vec> { let mut vertices: Vec> = Vec::new(); vertices.push(gen_rectangle(-1.0, -1.0, 1.0, -0.9, constants::C64_RED)); vertices.push(gen_rectangle(-1.0, -1.0, -0.9, 1.0, constants::C64_GREEN)); vertices.push(gen_rectangle(-1.0, 1.0, 1.0, 0.9, constants::C64_BLUE)); vertices.push(gen_rectangle(0.9, 1.0, 1.0, -1.0, constants::C64_VIOLET)); vertices } fn relative(x: f32, in_min: f32, in_max: f32, out_min: f32, out_max: f32) -> f32 { (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min } fn gen_sin(start: f32) -> Vec { let mut vertices: Vec = Vec::new(); let end = start + (2.0 * PI); let mut x = start; while x < end { vertices.push(Vertex { position: VertexPosition::new([relative(x, start, end, -0.9, 0.9), x.sin() * 0.9]), color: VertexRGB::new(constants::C64_GREEN), }); x += 0.4; } vertices } #[derive(Default)] pub struct Tom { border: Vec>, wave: Vec, last_input: f32, tessalations: Vec, } impl Tom { pub fn new() -> Tom { let border = gen_border(); let wave = gen_sin(0.0); let tessalations = Vec::new(); Tom { border, wave, last_input: 0.0, tessalations, } } pub fn update(&mut self, mut surface: T) -> T { self.tessalations.clear(); self.last_input += 0.1; self.wave = gen_sin(self.last_input); for vertices in self.border.iter() { self.tessalations.push( TessBuilder::new(&mut surface) .add_vertices(vertices) .set_mode(Mode::TriangleFan) .build() .unwrap(), ); } self.tessalations.push( TessBuilder::new(&mut surface) .add_vertices(&self.wave) .set_mode(Mode::LineStrip) .build() .unwrap(), ); surface } pub fn draw( &self, mut surface: T, back_buffer: &Framebuffer, program: &Program, pipeline_state: &PipelineState, ) -> T { surface.pipeline_builder().pipeline( &back_buffer, &pipeline_state, |_pipeline, mut shd_gate| { shd_gate.shade(&program, |_, mut rdr_gate| { rdr_gate.render(&RenderState::default(), |mut tess_gate| { for tessalation in self.tessalations.iter() { tess_gate.render(tessalation.slice(..)); } }); }); }, ); surface } }