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use math::{vec2, Rect, SpacialNumericConversion, Vector2};
use crate::*;
pub struct Sprite<Device: WGPUDevice> {
renderer: Renderer<Device>,
texture: Texture,
source_rect: Rect<f32>,
}
impl<Device: WGPUDevice> Sprite<Device> {
pub(crate) fn from_texture(renderer: &Renderer<Device>, texture: &Texture) -> Result<Self> {
let dimensions = texture.internal.dimensions.convert();
Self::from_texture_with_bounds(
renderer,
texture,
Rect {
location: Vector2 { x: 0.0, y: 0.0 },
dimensions,
},
)
}
#[allow(clippy::unnecessary_wraps)]
pub(crate) fn from_texture_with_bounds(
renderer: &Renderer<Device>,
texture: &Texture,
source_rect: Rect<f32>,
) -> Result<Self> {
Ok(Sprite {
renderer: renderer.clone(),
texture: texture.clone(),
source_rect,
})
}
}
impl<Device: WGPUDevice> CommonSprite<Renderer<Device>> for Sprite<Device> {
fn new_from_image(
renderer: &Renderer<Device>,
img: &image::Image,
init_args: &SpriteInitArgs,
) -> std::result::Result<Self, RendererError> {
let texture = renderer.wgpu_device().with_device_info(|info| {
Texture::from_image(
info.device,
info.queue,
&img,
init_args.mag_filter,
init_args.min_filter,
TextureType::Plain,
)
})?;
Ok(Self::from_texture(renderer, &texture)?)
}
fn subsprite(&self, source_rect: &Rect<f32>) -> Self {
let mut translated_source = source_rect.clone();
translated_source.location += self.source_rect.location;
Sprite {
renderer: self.renderer.clone(),
texture: self.texture.clone(),
source_rect: self
.source_rect
.intersect(&translated_source)
.unwrap_or_else(|| Rect::new(self.source_rect.location, vec2(0.0, 0.0))),
}
}
fn dimensions(&self) -> Vector2<f32> {
self.source_rect.dimensions
}
fn render_regions<Ctx: RenderContext<Renderer<Device>> + ?Sized>(
&self,
render_ctx: &mut Ctx,
args: &SpriteRenderArgs,
parts: &[(Rect<f32>, Vector2<f32>)],
) -> std::result::Result<(), RendererError> {
let rot: glam::Mat2 = glam::Mat2::from_angle(args.angle);
let scale: glam::Mat2 = glam::Mat2::from_scale(args.scale.into());
let origin: glam::Vec2 = args.location.into();
let pivot: glam::Vec2 = args.pivot.into();
let Vector2::<f32> {
x: tex_width,
y: tex_height,
} = self.texture.internal.dimensions.convert();
let vertex_data: Vec<Vertex> = parts
.iter()
.flat_map(|(src_rect, location)| {
let location = glam::Vec2::from(*location);
let src_rect = Rect::new(
self.source_rect.location + src_rect.location,
src_rect.dimensions,
);
let pos_topleft: glam::Vec2 = location - pivot;
let pos_topright: glam::Vec2 = pos_topleft + glam::vec2(src_rect.dimensions.x, 0.0);
let pos_bottomleft: glam::Vec2 =
pos_topleft + glam::vec2(0.0, src_rect.dimensions.y);
let pos_bottomright: glam::Vec2 =
pos_bottomleft + glam::vec2(src_rect.dimensions.x, 0.0);
let uv_top = src_rect.location.y / (tex_height as f32);
let uv_left = src_rect.location.x / (tex_width as f32);
let uv_bottom = uv_top + (src_rect.dimensions.y / (tex_height as f32));
let uv_right = uv_left + (src_rect.dimensions.x / (tex_width as f32));
let color_arr: [f32; 4] = args.diffuse_color.clone().into();
vec![
Vertex::ptc(
origin + (rot * (scale * pos_topleft)),
[uv_left, uv_top],
&color_arr,
),
Vertex::ptc(
origin + (rot * (scale * pos_bottomleft)),
[uv_left, uv_bottom],
&color_arr,
),
Vertex::ptc(
origin + (rot * (scale * pos_bottomright)),
[uv_right, uv_bottom],
&color_arr,
),
Vertex::ptc(
origin + (rot * (scale * pos_topright)),
[uv_right, uv_top],
&color_arr,
),
]
})
.collect();
let index_data: Vec<u16> = parts
.iter()
.enumerate()
.flat_map(|(i, _)| {
let base = (i as u16) * 4;
vec![1 + base, 2 + base, base, 2 + base, base, 3 + base]
})
.collect();
let renderable = Renderable {
texture: self.texture.clone(),
shader: self.renderer.standard_res().default_shader.clone(),
verts: &vertex_data[..],
indices: &index_data[..],
};
render_ctx.draw(&renderable)
}
}