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graphics.rs
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graphics.rs
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use crate::{
types::{self, Matrix2d, Scalar},
CircleArc, DrawState, Ellipse, Image, ImageSize, Line, Polygon, Rectangle,
};
/// Implemented by all graphics back-ends.
///
/// [An example back-end using raw OpenGL](https://github.com/PistonDevelopers/opengl_graphics)
///
/// By default, this design uses triangles as graphics primitives.
/// This is supported by all GPUs and easy to implement in shader languages.
///
/// Default trait methods can be overridden for better performance or higher
/// quality.
///
/// When drawing, use this trait as generic constraint:
///
/// ```
/// use graphics::{Context, Graphics};
///
/// fn draw<G: Graphics>(c: &Context, g: &mut G) {
/// //...
/// }
/// ```
///
/// Color space is sRGB.
///
/// ### Notice for back-end authors
///
/// When sRGB is enabled for a back-end shader, the gamma must be converted
/// to linear space when used as vertex color or uniform parameter.
/// To convert gamma, use `color::gamma_srgb_to_linear`.
///
/// For more information, see
/// https://github.com/PistonDevelopers/piston/issues/1014.
pub trait Graphics: Sized {
/// The texture type associated with the back-end.
///
/// In generic code, this type is often unknown.
/// This might lead to more boilerplate code:
///
/// ```
/// use graphics::{Context, Graphics, ImageSize};
///
/// fn draw_texture<G, T>(c: &Context, g: &mut G)
/// where
/// G: Graphics<Texture = T>,
/// T: ImageSize,
/// {
/// //...
/// }
/// ```
///
/// Code written specifically for one back-end can be easier to write.
/// Later, when the code is done, it can be refactored into generic code.
type Texture: ImageSize;
/// Clears background with a color.
///
/// The color should replace the values in the buffer.
///
/// Color space is sRGB.
fn clear_color(&mut self, color: types::Color);
/// Clears stencil buffer with a value, usually 0.
///
/// A stencil buffer contains values that are not visible on the screen.
/// These values are used to test against the pixel to paint.
///
/// If you are drawing a shape for clipping and forgot to clear the
/// stencil buffer, then the clipping shape will carry over in next frame
/// and cause artifacts.
fn clear_stencil(&mut self, value: u8);
/// Renders list of 2d triangles using a solid color.
///
/// All vertices share the same color.
///
/// The back-end calls the closure with a closure to receive vertices.
/// First, the back-end sets up shaders and such to prepare.
/// Then it calls the closure, which calls back with chunks of vertices.
/// The number of vertices per chunk never exceeds
/// `BACK_END_MAX_VERTEX_COUNT`.
/// Vertex positions are encoded `[[x0, y0], [x1, y1], ...]`.
///
/// Color space is sRGB.
fn tri_list<F>(&mut self, draw_state: &DrawState, color: &[f32; 4], f: F)
where
F: FnMut(&mut dyn FnMut(&[[f32; 2]]));
/// Same as `tri_list`, but with individual vertex colors.
///
/// Argument are `|vertices: &[[f32; 2], colors: &[[f32; 4]]]|`.
fn tri_list_c<F>(&mut self, draw_state: &DrawState, f: F)
where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 4]]));
/// Renders list of 2d triangles using a color and a texture.
///
/// All vertices share the same color.
///
/// Tip: For objects of different colors, use grayscale textures.
/// The texture color gets multiplied with the color.
///
/// A texture coordinate is assigned per vertex (from [0, 0] to [1, 1]).
///
/// The back-end calls the closure with a closure to receive vertices.
/// First, the back-end sets up shaders and such to prepare.
/// Then it calls the closure, which calls back with chunks of vertices.
/// The number of vertices per chunk never exceeds
/// `BACK_END_MAX_VERTEX_COUNT`.
/// Vertex positions are encoded `[[x0, y0], [x1, y1], ...]`.
/// Texture coordinates are encoded `[[u0, v0], [u1, v1], ...]`.
///
/// Chunks uses separate buffer for vertex positions and texture coordinates.
/// Arguments are `|vertices: &[[f32; 2]], texture_coords: &[[f32; 2]]|`.
///
/// Color space is sRGB.
fn tri_list_uv<F>(
&mut self,
draw_state: &DrawState,
color: &[f32; 4],
texture: &<Self as Graphics>::Texture,
f: F,
) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]]));
/// Same as `tri_list_uv`, but with individual vertex colors.
///
/// Argument are `|vertices: &[[f32; 2], texture_coors: &[[f32; 2]], colors: &[[f32; 4]]]|`.
fn tri_list_uv_c<F>(
&mut self,
draw_state: &DrawState,
texture: &<Self as Graphics>::Texture,
f: F,
) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]], &[[f32; 4]]));
/// Draws a rectangle.
///
/// Can be overriden in the back-end for higher performance.
///
/// Instead of calling this directly, use `Rectangle::draw`.
#[inline(always)]
fn rectangle<R: Into<types::Rectangle>>(
&mut self,
r: &Rectangle,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d,
) {
r.draw_tri(rectangle, draw_state, transform, self);
}
/// Draws a polygon.
///
/// Can be overridden in the back-end for higher performance.
///
/// Instead of calling this directly, use `Polygon::draw`.
#[inline(always)]
fn polygon(
&mut self,
p: &Polygon,
polygon: types::Polygon<'_>,
draw_state: &DrawState,
transform: Matrix2d,
) {
p.draw_tri(polygon, draw_state, transform, self);
}
/// Draws a tweened polygon using linear interpolation.
///
/// Can be overridden in the back-end for higher performance.
///
/// Instead of calling this directly, use `Polygon::draw_tween_lerp`.
#[inline(always)]
fn polygon_tween_lerp(
&mut self,
p: &Polygon,
polygons: types::Polygons<'_>,
tween_factor: Scalar,
draw_state: &DrawState,
transform: Matrix2d,
) {
p.draw_tween_lerp_tri(polygons, tween_factor, draw_state, transform, self);
}
/// Draws image.
///
/// Can be overridden in the back-end for higher performance.
///
/// Instead of calling this directly, use `Image::draw`.
#[inline(always)]
fn image(
&mut self,
image: &Image,
texture: &Self::Texture,
draw_state: &DrawState,
transform: Matrix2d,
) {
image.draw_tri(texture, draw_state, transform, self);
}
/// Draws ellipse.
///
/// Can be overridden in the back-end for higher performance.
///
/// Instead of calling this directly, use `Ellipse::draw`.
#[inline(always)]
fn ellipse<R: Into<types::Rectangle>>(
&mut self,
e: &Ellipse,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d,
) {
e.draw_tri(rectangle, draw_state, transform, self);
}
/// Draws line.
///
/// Can be overridden in the back-end for higher performance.
///
/// Instead of calling this directly, use `Line::draw`.
#[inline(always)]
fn line<L: Into<types::Line>>(
&mut self,
l: &Line,
line: L,
draw_state: &DrawState,
transform: Matrix2d,
) {
l.draw_tri(line, draw_state, transform, self);
}
/// Draws circle arc.
///
/// Can be overriden in the back-end for higher performance.
///
/// Instead of calling this directly, use `CircleArc::draw`.
#[inline(always)]
fn circle_arc<R: Into<types::Rectangle>>(
&mut self,
c: &CircleArc,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d,
) {
c.draw_tri(rectangle, draw_state, transform, self);
}
}