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//! Draw meshes of triangles.
use crate::{settings, Transformation};
use iced_graphics::layer;
pub use iced_graphics::triangle::Mesh2D;
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: &[layer::Mesh<'_>],
) {
}
}
#[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],
}
}
}
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