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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-05-19 14:23:28 +0200
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-05-19 14:23:28 +0200
commitd4743183d40c6044ce6fa39e2a52919a32912cda (patch)
treed2dec81cd9b419262cf2aa57ad793895ccacb320 /glow/src/triangle.rs
parent33448508a524db6447b380cc236be6f0d5ca8a86 (diff)
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Draft first working version of `iced_glow` :tada:
Diffstat (limited to 'glow/src/triangle.rs')
-rw-r--r--glow/src/triangle.rs84
1 files changed, 84 insertions, 0 deletions
diff --git a/glow/src/triangle.rs b/glow/src/triangle.rs
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+//! Draw meshes of triangles.
+use crate::{settings, Transformation};
+use iced_native::{Rectangle, Vector};
+use std::mem;
+
+const UNIFORM_BUFFER_SIZE: usize = 100;
+const VERTEX_BUFFER_SIZE: usize = 10_000;
+const INDEX_BUFFER_SIZE: usize = 10_000;
+
+#[derive(Debug)]
+pub(crate) struct Pipeline {}
+
+impl Pipeline {
+ pub fn new(
+ gl: &glow::Context,
+ antialiasing: Option<settings::Antialiasing>,
+ ) -> Pipeline {
+ Pipeline {}
+ }
+
+ pub fn draw(
+ &mut self,
+ gl: &glow::Context,
+ target_width: u32,
+ target_height: u32,
+ transformation: Transformation,
+ scale_factor: f32,
+ meshes: &[(Vector, Rectangle<u32>, &Mesh2D)],
+ ) {
+ }
+}
+
+#[repr(C)]
+#[derive(Debug, Clone, Copy)]
+struct Uniforms {
+ transform: [f32; 16],
+ // We need to align this to 256 bytes to please `wgpu`...
+ // TODO: Be smarter and stop wasting memory!
+ _padding_a: [f32; 32],
+ _padding_b: [f32; 16],
+}
+
+impl Default for Uniforms {
+ fn default() -> Self {
+ Self {
+ transform: *Transformation::identity().as_ref(),
+ _padding_a: [0.0; 32],
+ _padding_b: [0.0; 16],
+ }
+ }
+}
+
+impl From<Transformation> for Uniforms {
+ fn from(transformation: Transformation) -> Uniforms {
+ Self {
+ transform: transformation.into(),
+ _padding_a: [0.0; 32],
+ _padding_b: [0.0; 16],
+ }
+ }
+}
+
+/// A two-dimensional vertex with some color in __linear__ RGBA.
+#[repr(C)]
+#[derive(Copy, Clone, Debug)]
+pub struct Vertex2D {
+ /// The vertex position
+ pub position: [f32; 2],
+ /// The vertex color in __linear__ RGBA.
+ pub color: [f32; 4],
+}
+
+/// A set of [`Vertex2D`] and indices representing a list of triangles.
+///
+/// [`Vertex2D`]: struct.Vertex2D.html
+#[derive(Clone, Debug)]
+pub struct Mesh2D {
+ /// The vertices of the mesh
+ pub vertices: Vec<Vertex2D>,
+ /// The list of vertex indices that defines the triangles of the mesh.
+ ///
+ /// Therefore, this list should always have a length that is a multiple of 3.
+ pub indices: Vec<u32>,
+}