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//! A collection of triangle primitives.
use crate::core::{Rectangle, Transformation};
use crate::graphics::mesh;
/// A mesh of triangles.
#[derive(Debug, Clone, Copy)]
pub enum Mesh<'a> {
/// A mesh of triangles with a solid color.
Solid {
/// The [`Transformation`] for the vertices of the [`Mesh`].
transformation: Transformation,
/// The vertex and index buffers of the [`Mesh`].
buffers: &'a mesh::Indexed<mesh::SolidVertex2D>,
/// The clipping bounds of the [`Mesh`].
clip_bounds: Rectangle<f32>,
},
/// A mesh of triangles with a gradient color.
Gradient {
/// The [`Transformation`] for the vertices of the [`Mesh`].
transformation: Transformation,
/// The vertex and index buffers of the [`Mesh`].
buffers: &'a mesh::Indexed<mesh::GradientVertex2D>,
/// The clipping bounds of the [`Mesh`].
clip_bounds: Rectangle<f32>,
},
}
impl Mesh<'_> {
/// Returns the origin of the [`Mesh`].
pub fn transformation(&self) -> Transformation {
match self {
Self::Solid { transformation, .. }
| Self::Gradient { transformation, .. } => *transformation,
}
}
/// Returns the indices of the [`Mesh`].
pub fn indices(&self) -> &[u32] {
match self {
Self::Solid { buffers, .. } => &buffers.indices,
Self::Gradient { buffers, .. } => &buffers.indices,
}
}
/// Returns the clip bounds of the [`Mesh`].
pub fn clip_bounds(&self) -> Rectangle<f32> {
match self {
Self::Solid { clip_bounds, .. }
| Self::Gradient { clip_bounds, .. } => *clip_bounds,
}
}
}
/// The result of counting the attributes of a set of meshes.
#[derive(Debug, Clone, Copy, Default)]
pub struct AttributeCount {
/// The total amount of solid vertices.
pub solid_vertices: usize,
/// The total amount of solid meshes.
pub solids: usize,
/// The total amount of gradient vertices.
pub gradient_vertices: usize,
/// The total amount of gradient meshes.
pub gradients: usize,
/// The total amount of indices.
pub indices: usize,
}
/// Returns the number of total vertices & total indices of all [`Mesh`]es.
pub fn attribute_count_of<'a>(meshes: &'a [Mesh<'a>]) -> AttributeCount {
meshes
.iter()
.fold(AttributeCount::default(), |mut count, mesh| {
match mesh {
Mesh::Solid { buffers, .. } => {
count.solids += 1;
count.solid_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}
Mesh::Gradient { buffers, .. } => {
count.gradients += 1;
count.gradient_vertices += buffers.vertices.len();
count.indices += buffers.indices.len();
}
}
count
})
}
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