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|
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<Vertex> {
let mut vertices: Vec<Vertex> = 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<Vec<Vertex>> {
let mut vertices: Vec<Vec<Vertex>> = 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<Vertex> {
let mut vertices: Vec<Vertex> = 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<Vec<Vertex>>,
wave: Vec<Vertex>,
last_input: f32,
tessalations: Vec<Tess>,
}
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<T: GraphicsContext>(&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<T: GraphicsContext>(
&self,
mut surface: T,
back_buffer: &Framebuffer<Dim2, (), ()>,
program: &Program<VertexSemantics, (), ()>,
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
}
}
|