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- /* This file is part of DarkFi (https://dark.fi)
- *
- * Copyright (C) 2020-2026 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 <https://www.gnu.org/licenses/>.
- */
- 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.];
- #[allow(dead_code)]
- pub const COLOR_BLUE: Color = [0., 0., 1., 1.];
- #[allow(dead_code)]
- pub const COLOR_PINK: Color = [0.8, 0.3, 0.8, 1.];
- pub const COLOR_CYAN: Color = [0., 1., 1., 1.];
- pub const COLOR_TEAL: Color = [0.0784, 0.6824, 0.7216, 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<ManagedTexturePtr>) -> 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<Vertex>,
- pub indices: Vec<u16>,
- tag: DebugTag,
- }
- impl MeshBuilder {
- pub fn new(tag: DebugTag) -> Self {
- Self { verts: vec![], indices: vec![], tag }
- }
- pub fn append(&mut self, mut verts: Vec<Vertex>, indices: Vec<u16>) {
- 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<R: RenderApi>(self, renderer: &R) -> 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 = renderer.new_vertex_buffer(self.verts, self.tag);
- let index_buffer = renderer.new_index_buffer(self.indices, self.tag);
- MeshInfo { vertex_buffer, index_buffer, num_elements }
- }
- }
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