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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::vertex::{Vertex, VertexPosition, VertexRGB, VertexSemantics};
fn gen_vertices() -> Vec<Vertex> {
let mut vertices: Vec<Vertex> = Vec::new();
vertices.push(Vertex {
position: VertexPosition::new([-0.5, -0.5]),
color: VertexRGB::new([255, 0, 0]),
});
vertices.push(Vertex {
position: VertexPosition::new([0.5, -0.5]),
color: VertexRGB::new([0, 255, 0]),
});
vertices.push(Vertex {
position: VertexPosition::new([0.0, 0.5]),
color: VertexRGB::new([0, 0, 255]),
});
vertices
}
fn alter_vertices(vertices: &mut Vec<Vertex>) {
for vertex in vertices {
if vertex.color[0] < 255 {
vertex.color[0] += 1;
}
}
}
pub struct Tom {
vertices: Vec<Vertex>,
tessalation: Tess,
}
impl Tom {
pub fn new<T: GraphicsContext>(mut surface: T) -> (Tom, T) {
let vertices = gen_vertices();
let tessalation = TessBuilder::new(&mut surface)
.add_vertices(&vertices)
.set_mode(Mode::Triangle)
.build()
.unwrap();
(
Tom {
vertices,
tessalation,
},
surface,
)
}
pub fn update<T: GraphicsContext>(&mut self, mut surface: T) -> T {
alter_vertices(&mut self.vertices);
self.tessalation = TessBuilder::new(&mut surface)
.add_vertices(&self.vertices)
.set_mode(Mode::Triangle)
.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| {
tess_gate.render(self.tessalation.slice(..));
});
});
},
);
surface
}
}
|