/* This file is part of DarkFi (https://dark.fi) * * Copyright (C) 2020-2025 Dyne.org foundation * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as * published by the Free Software Foundation, either version 3 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see . */ use crate::gfx::{ DebugTag, DrawMesh, ManagedBufferPtr, ManagedTexturePtr, Point, Rectangle, RenderApi, Vertex, }; pub type Color = [f32; 4]; #[allow(dead_code)] pub const COLOR_RED: Color = [1., 0., 0., 1.]; #[allow(dead_code)] pub const COLOR_DARKGREY: Color = [0.2, 0.2, 0.2, 1.]; #[allow(dead_code)] pub const COLOR_LIGHTGREY: Color = [0.7, 0.7, 0.7, 1.]; #[allow(dead_code)] pub const COLOR_GREEN: Color = [0., 1., 0., 1.]; pub const COLOR_BLUE: Color = [0., 0., 1., 1.]; pub const COLOR_PINK: Color = [0.8, 0.3, 0.8, 1.]; pub const COLOR_CYAN: Color = [0., 1., 1., 1.]; #[allow(dead_code)] pub const COLOR_PURPLE: Color = [1., 0., 1., 1.]; pub const COLOR_WHITE: Color = [1., 1., 1., 1.]; #[allow(dead_code)] pub const COLOR_BLACK: Color = [1., 1., 1., 1.]; #[allow(dead_code)] pub const COLOR_GREY: Color = [0.5, 0.5, 0.5, 1.]; #[derive(Clone)] pub struct MeshInfo { pub vertex_buffer: ManagedBufferPtr, pub index_buffer: ManagedBufferPtr, pub num_elements: i32, } impl MeshInfo { /// Convenience method for textured mesh pub fn draw_with_textures(self, textures: Vec) -> DrawMesh { DrawMesh { vertex_buffer: self.vertex_buffer, index_buffer: self.index_buffer, textures: Some(textures), num_elements: self.num_elements, } } /// Convenience method pub fn draw_untextured(self) -> DrawMesh { DrawMesh { vertex_buffer: self.vertex_buffer, index_buffer: self.index_buffer, textures: None, num_elements: self.num_elements, } } } pub struct MeshBuilder { pub verts: Vec, pub indices: Vec, tag: DebugTag, } impl MeshBuilder { pub fn new(tag: DebugTag) -> Self { Self { verts: vec![], indices: vec![], tag } } pub fn append(&mut self, mut verts: Vec, indices: Vec) { let mut indices = indices.into_iter().map(|i| i + self.verts.len() as u16).collect(); self.verts.append(&mut verts); self.indices.append(&mut indices); } pub fn draw_box(&mut self, obj: &Rectangle, color: Color, uv: &Rectangle) { let (x1, y1) = obj.pos().unpack(); let (x2, y2) = obj.corner().unpack(); let (u1, v1) = uv.pos().unpack(); let (u2, v2) = uv.corner().unpack(); let verts = vec![ // top left Vertex { pos: [x1, y1], color, uv: [u1, v1] }, // top right Vertex { pos: [x2, y1], color, uv: [u2, v1] }, // bottom left Vertex { pos: [x1, y2], color, uv: [u1, v2] }, // bottom right Vertex { pos: [x2, y2], color, uv: [u2, v2] }, ]; let indices = vec![0, 2, 1, 1, 2, 3]; self.append(verts, indices); } pub fn draw_filled_box(&mut self, obj: &Rectangle, color: Color) { let uv = Rectangle::zero(); self.draw_box(obj, color, &uv); } pub fn draw_box_shadow(&mut self, obj: &Rectangle, color: Color, spread: f32) { let (x1, y1) = obj.pos().unpack(); let (x2, y2) = obj.corner().unpack(); let uv = Rectangle::zero(); let (u1, v1) = uv.pos().unpack(); let (u2, v2) = uv.corner().unpack(); let color2 = [color[0], color[1], color[2], 0.]; // left self.append( vec![ Vertex { pos: [x1, y1], color, uv: [u1, v1] }, Vertex { pos: [x1 - spread, y1 - spread], color: color2, uv: [u2, v1] }, Vertex { pos: [x1, y2], color, uv: [u1, v2] }, Vertex { pos: [x1 - spread, y2 + spread], color: color2, uv: [u2, v2] }, ], vec![0, 2, 1, 1, 2, 3], ); // top self.append( vec![ Vertex { pos: [x1, y1], color, uv: [u1, v1] }, Vertex { pos: [x1 - spread, y1 - spread], color: color2, uv: [u2, v1] }, Vertex { pos: [x2, y1], color, uv: [u1, v2] }, Vertex { pos: [x2 + spread, y1 - spread], color: color2, uv: [u2, v2] }, ], vec![0, 2, 1, 1, 2, 3], ); // right self.append( vec![ Vertex { pos: [x2, y1], color, uv: [u1, v1] }, Vertex { pos: [x2 + spread, y1 - spread], color: color2, uv: [u2, v1] }, Vertex { pos: [x2, y2], color, uv: [u1, v2] }, Vertex { pos: [x2 + spread, y2 + spread], color: color2, uv: [u2, v2] }, ], vec![0, 2, 1, 1, 2, 3], ); // bottom self.append( vec![ Vertex { pos: [x1, y2], color, uv: [u1, v1] }, Vertex { pos: [x1 - spread, y2 + spread], color: color2, uv: [u2, v1] }, Vertex { pos: [x2, y2], color, uv: [u1, v2] }, Vertex { pos: [x2 + spread, y2 + spread], color: color2, uv: [u2, v2] }, ], vec![0, 2, 1, 1, 2, 3], ); } pub fn draw_outline(&mut self, obj: &Rectangle, color: Color, thickness: f32) { let (x1, y1) = obj.pos().unpack(); let (dist_x, dist_y) = (obj.w, obj.h); let (x2, y2) = obj.corner().unpack(); // top self.draw_filled_box(&Rectangle::new(x1, y1, dist_x, thickness), color); // left self.draw_filled_box(&Rectangle::new(x1, y1, thickness, dist_y), color); // right self.draw_filled_box(&Rectangle::new(x2 - thickness, y1, thickness, dist_y), color); // bottom self.draw_filled_box(&Rectangle::new(x1, y2 - thickness, dist_x, thickness), color); } pub fn draw_line(&mut self, start: Point, end: Point, color: Color, thickness: f32) { let mut dir = end - start; dir.normalize(); let left = dir.perp_left() * (thickness / 2.); let right = dir.perp_right() * (thickness / 2.); let p1 = start + left; let p2 = end + left; let p3 = start + right; let p4 = end + right; let uv = [0., 0.]; let verts = vec![ // top left Vertex { pos: [p1.x, p1.y], color, uv }, // top right Vertex { pos: [p2.x, p2.y], color, uv }, // bottom left Vertex { pos: [p3.x, p3.y], color, uv }, // bottom right Vertex { pos: [p4.x, p4.y], color, uv }, ]; let indices = vec![0, 2, 1, 1, 2, 3]; self.append(verts, indices); } pub fn alloc(self, render_api: &RenderApi) -> MeshInfo { //debug!(target: "mesh", "allocating {} verts:", self.verts.len()); //for vert in &self.verts { // debug!(target: "mesh", " {:?}", vert); //} let num_elements = self.indices.len() as i32; let vertex_buffer = render_api.new_vertex_buffer(self.verts, self.tag); let index_buffer = render_api.new_index_buffer(self.indices, self.tag); MeshInfo { vertex_buffer, index_buffer, num_elements } } }