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use luminance::context::GraphicsContext;
use luminance::pipeline::{PipelineState, Viewport};
use luminance::render_state::RenderState;
use luminance::shader::program::Program;
use luminance::tess::{Mode, TessBuilder, TessSliceIndex};
use luminance_derive::{Semantics, Vertex};
use luminance_glfw::{GlfwSurface, Surface, WindowDim, WindowEvent, WindowOpt};
#[derive(Vertex)]
#[vertex(sem = "VertexSemantics")]
pub struct Vertex {
position: VertexPosition,
#[vertex(normalized = "true")]
color: VertexRGB,
}
#[derive(Copy, Clone, Debug, Semantics)]
pub enum VertexSemantics {
#[sem(name = "position", repr = "[f32; 2]", wrapper = "VertexPosition")]
Position,
#[sem(name = "color", repr = "[u8; 3]", wrapper = "VertexRGB")]
Color,
}
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 {
vertex.position[0] += 0.01;
if vertex.color[1] < 255 {
vertex.color[1] += 1;
}
}
}
pub struct Tom {
vertices: Vec<Vertex>,
//tessalation: Tess,
}
impl Tom {
pub fn new() -> Tom {
let mut vertices = gen_vertices();
//let tessalation = TessBuilder::new(&mut surface)
// .add_vertices(&vertices)
// .set_mode(Mode::Triangle)
// .build()
// .unwrap();
Tom {
vertices,
// tessalation,
}
}
pub fn update(&mut self) {
alter_vertices(&mut self.vertices);
//let tessalation = TessBuilder::new(&mut surface)
// .add_vertices(&self.vertices)
// .set_mode(Mode::Triangle)
// .build()
// .unwrap();
}
pub fn draw(&self) {
/*
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(triangle.slice(..));
});
});
},
);
*/
}
}
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