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 } #[derive(Default)] pub struct Tom { border: Vec>, wave: Vec, last_x: usize, waveform: Vec, tessalations: Vec, } impl Tom { pub fn new(waveform: Vec) -> Tom { Tom { waveform, border: gen_border(), wave: Vec::new(), last_x: 0, tessalations: Vec::new(), } } pub fn update(&mut self, mut surface: T) -> T { self.tessalations.clear(); self.update_wave(); 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 } fn update_wave(&mut self) { self.wave.clear(); let start = self.last_x; let end = start + 3000; let mut positions = Vec::new(); for x in start..end { positions.push(VertexPosition::new([x as f32, self.waveform[x] as f32])); } for position in positions { let color = match position[1].abs() as u32 { 0..=50 => VertexRGB::new(constants::C64_BLUE), 51..=125 => VertexRGB::new(constants::C64_LIGHT_BLUE), 126..=225 => VertexRGB::new(constants::C64_CYAN), _ => VertexRGB::new(constants::C64_GREEN), }; self.wave.push(Vertex { position, color }); } let max_y = *self.waveform.iter().max().unwrap() as f32; let min_y = *self.waveform.iter().min().unwrap() as f32; for vertex in self.wave.iter_mut() { vertex.position[0] = relative(vertex.position[0], start as f32, end as f32, -0.9, 0.9); vertex.position[1] = relative(vertex.position[1], max_y, min_y, -0.9, 0.9); } self.wave.reverse(); self.last_x += constants::SAMPLE_RATE / 60; } }