Migrate geometry example to new Renderer API
This commit is contained in:
parent
77bab6beee
commit
e5e477aa69
1 changed files with 91 additions and 91 deletions
|
|
@ -11,10 +11,11 @@ mod rainbow {
|
|||
// if you wish to, by creating your own `Renderer` trait, which could be
|
||||
// implemented by `iced_wgpu` and other renderers.
|
||||
use iced_graphics::renderer::{self, Renderer};
|
||||
use iced_graphics::Backend;
|
||||
use iced_graphics::{Backend, Primitive};
|
||||
|
||||
use iced_native::{
|
||||
layout, Element, Hasher, Layout, Length, Point, Rectangle, Size, Widget,
|
||||
layout, Element, Hasher, Layout, Length, Point, Rectangle, Size,
|
||||
Vector, Widget,
|
||||
};
|
||||
|
||||
pub struct Rainbow;
|
||||
|
|
@ -51,102 +52,101 @@ mod rainbow {
|
|||
|
||||
fn draw(
|
||||
&self,
|
||||
_renderer: &mut Renderer<B>,
|
||||
renderer: &mut Renderer<B>,
|
||||
_style: &renderer::Style,
|
||||
_layout: Layout<'_>,
|
||||
_cursor_position: Point,
|
||||
layout: Layout<'_>,
|
||||
cursor_position: Point,
|
||||
_viewport: &Rectangle,
|
||||
) {
|
||||
// use iced_graphics::triangle::{Mesh2D, Vertex2D};
|
||||
// let b = layout.bounds();
|
||||
use iced_graphics::triangle::{Mesh2D, Vertex2D};
|
||||
use iced_native::Renderer as _;
|
||||
|
||||
// // R O Y G B I V
|
||||
// let color_r = [1.0, 0.0, 0.0, 1.0];
|
||||
// let color_o = [1.0, 0.5, 0.0, 1.0];
|
||||
// let color_y = [1.0, 1.0, 0.0, 1.0];
|
||||
// let color_g = [0.0, 1.0, 0.0, 1.0];
|
||||
// let color_gb = [0.0, 1.0, 0.5, 1.0];
|
||||
// let color_b = [0.0, 0.2, 1.0, 1.0];
|
||||
// let color_i = [0.5, 0.0, 1.0, 1.0];
|
||||
// let color_v = [0.75, 0.0, 0.5, 1.0];
|
||||
let b = layout.bounds();
|
||||
|
||||
// let posn_center = {
|
||||
// if b.contains(cursor_position) {
|
||||
// [cursor_position.x - b.x, cursor_position.y - b.y]
|
||||
// } else {
|
||||
// [b.width / 2.0, b.height / 2.0]
|
||||
// }
|
||||
// };
|
||||
// R O Y G B I V
|
||||
let color_r = [1.0, 0.0, 0.0, 1.0];
|
||||
let color_o = [1.0, 0.5, 0.0, 1.0];
|
||||
let color_y = [1.0, 1.0, 0.0, 1.0];
|
||||
let color_g = [0.0, 1.0, 0.0, 1.0];
|
||||
let color_gb = [0.0, 1.0, 0.5, 1.0];
|
||||
let color_b = [0.0, 0.2, 1.0, 1.0];
|
||||
let color_i = [0.5, 0.0, 1.0, 1.0];
|
||||
let color_v = [0.75, 0.0, 0.5, 1.0];
|
||||
|
||||
// let posn_tl = [0.0, 0.0];
|
||||
// let posn_t = [b.width / 2.0, 0.0];
|
||||
// let posn_tr = [b.width, 0.0];
|
||||
// let posn_r = [b.width, b.height / 2.0];
|
||||
// let posn_br = [b.width, b.height];
|
||||
// let posn_b = [(b.width / 2.0), b.height];
|
||||
// let posn_bl = [0.0, b.height];
|
||||
// let posn_l = [0.0, b.height / 2.0];
|
||||
let posn_center = {
|
||||
if b.contains(cursor_position) {
|
||||
[cursor_position.x - b.x, cursor_position.y - b.y]
|
||||
} else {
|
||||
[b.width / 2.0, b.height / 2.0]
|
||||
}
|
||||
};
|
||||
|
||||
// (
|
||||
// Primitive::Translate {
|
||||
// translation: Vector::new(b.x, b.y),
|
||||
// content: Box::new(Primitive::Mesh2D {
|
||||
// size: b.size(),
|
||||
// buffers: Mesh2D {
|
||||
// vertices: vec![
|
||||
// Vertex2D {
|
||||
// position: posn_center,
|
||||
// color: [1.0, 1.0, 1.0, 1.0],
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_tl,
|
||||
// color: color_r,
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_t,
|
||||
// color: color_o,
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_tr,
|
||||
// color: color_y,
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_r,
|
||||
// color: color_g,
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_br,
|
||||
// color: color_gb,
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_b,
|
||||
// color: color_b,
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_bl,
|
||||
// color: color_i,
|
||||
// },
|
||||
// Vertex2D {
|
||||
// position: posn_l,
|
||||
// color: color_v,
|
||||
// },
|
||||
// ],
|
||||
// indices: vec![
|
||||
// 0, 1, 2, // TL
|
||||
// 0, 2, 3, // T
|
||||
// 0, 3, 4, // TR
|
||||
// 0, 4, 5, // R
|
||||
// 0, 5, 6, // BR
|
||||
// 0, 6, 7, // B
|
||||
// 0, 7, 8, // BL
|
||||
// 0, 8, 1, // L
|
||||
// ],
|
||||
// },
|
||||
// }),
|
||||
// },
|
||||
// mouse::Interaction::default(),
|
||||
// )
|
||||
// TODO
|
||||
let posn_tl = [0.0, 0.0];
|
||||
let posn_t = [b.width / 2.0, 0.0];
|
||||
let posn_tr = [b.width, 0.0];
|
||||
let posn_r = [b.width, b.height / 2.0];
|
||||
let posn_br = [b.width, b.height];
|
||||
let posn_b = [(b.width / 2.0), b.height];
|
||||
let posn_bl = [0.0, b.height];
|
||||
let posn_l = [0.0, b.height / 2.0];
|
||||
|
||||
let mesh = Primitive::Mesh2D {
|
||||
size: b.size(),
|
||||
buffers: Mesh2D {
|
||||
vertices: vec![
|
||||
Vertex2D {
|
||||
position: posn_center,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_tl,
|
||||
color: color_r,
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_t,
|
||||
color: color_o,
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_tr,
|
||||
color: color_y,
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_r,
|
||||
color: color_g,
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_br,
|
||||
color: color_gb,
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_b,
|
||||
color: color_b,
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_bl,
|
||||
color: color_i,
|
||||
},
|
||||
Vertex2D {
|
||||
position: posn_l,
|
||||
color: color_v,
|
||||
},
|
||||
],
|
||||
indices: vec![
|
||||
0, 1, 2, // TL
|
||||
0, 2, 3, // T
|
||||
0, 3, 4, // TR
|
||||
0, 4, 5, // R
|
||||
0, 5, 6, // BR
|
||||
0, 6, 7, // B
|
||||
0, 7, 8, // BL
|
||||
0, 8, 1, // L
|
||||
],
|
||||
},
|
||||
};
|
||||
|
||||
renderer.with_translation(Vector::new(b.x, b.y), |renderer| {
|
||||
renderer.draw_primitive(mesh);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue