use crate::vga_e::VGAE; use alloc::{boxed::Box, vec, vec::Vec}; use shadeable::{ evaluate_shader, pixel_format::{Rgba64}, }; use spin; use vga::{writers::GraphicsWriter}; #[derive(Debug)] pub struct ScreenSize { pub x: usize, pub y: usize, } lazy_static::lazy_static! { pub static ref SCREEN_BUFFER: spin::Mutex = spin::Mutex::new(ScreenBuffer::new(640, 480)); } impl ScreenSize { pub fn new(x: usize, y: usize) -> Self { Self { x, y } } } pub enum GraphicsReturn { Ok, ImproperScreenSize, } pub struct ScreenBuffer { pub size: ScreenSize, pub clear_color: Rgba64, pub buff: Box<[Rgba64]>, // Vec, } impl ScreenBuffer { // Add optional size later pub fn new(x: usize, y: usize) -> Self { Self { size: ScreenSize::new(x, y), clear_color: 0, buff: vec![0u64; x * y].into_boxed_slice(), } } pub fn draw_filled_circle(&mut self, cx: i32, cy: i32, radius: usize, color: Rgba64) { let r = radius as i32 * 2; for y in 0..640 { for x in 0..480 { let dx = cx - x as i32 * 2 - 1; let dy = cy - y as i32 * 2 - 1; if dx * dx + dy * dy <= r * r { self.set_pixel(x, y, color); }; } } } #[inline] pub fn set_pixel(&mut self, x: usize, y: usize, color: Rgba64) { self.buff[y * self.size.x + x] = color; } pub fn clear(&mut self) { self.buff = vec![0u64; self.buff.len()].into_boxed_slice(); } pub fn blit(&mut self, _width: usize, _height: usize) {} pub fn draw_filled_rect(&mut self, x1: usize, y1: usize, x2: usize, y2: usize, color: Rgba64) { for y in y1..y2 { for x in x1..x2 { self.set_pixel(x, y, color); } } } pub fn draw_unfilled_rect( &mut self, x1: usize, y1: usize, x2: usize, y2: usize, color: Rgba64, ) { // x1 y1 => x2 y1 => x2 y2 => x1 y2 => x1 y1 self.draw_line(x1, y1, x2, y1, color); self.draw_line(x2, y1, x2, y2, color); self.draw_line(x2, y2, x1, y2, color); self.draw_line(x1, y2, x1, y1, color); } #[inline] pub fn draw_line(&mut self, x1: usize, y1: usize, x2: usize, y2: usize, color: Rgba64) { let x = crate::graphics::get_coordinates( x1.try_into().unwrap(), y1.try_into().unwrap(), x2.try_into().unwrap(), y2.try_into().unwrap(), ); for coord in x { self.set_pixel(coord.0, coord.1, color); } } pub fn shade(&mut self) { for y in 0..100 { for x in 0..100 { let rgba_ret = evaluate_shader(x, y, self.buff[y * self.size.x + x]); match rgba_ret { Ok(pixel) => { // info!("{:?}", pixel); self.set_pixel(x, y, pixel); } Err(err) => error!("{}", err), } } } info!("Shaders done"); } // TODO force clear pub fn force_redraw(&mut self) { use shadeable::pixel_format::into_vga_16; VGAE.lock().clear_screen(into_vga_16(self.clear_color)); } } pub trait VgaBuffer { fn copy_to_buffer(&self) -> GraphicsReturn; } impl VgaBuffer for ScreenBuffer { fn copy_to_buffer(&self) -> GraphicsReturn { let mode = VGAE.lock(); for y in 0..self.size.y { for x in 0..self.size.x { use shadeable::pixel_format::{into_vga_16}; // let vga_color = get_color16(self.buff[y * self.size.x + x]); let vga_color = into_vga_16(self.buff[y * self.size.x + x]); if into_vga_16(self.clear_color) != vga_color { mode.set_pixel(x, y, vga_color); } } } GraphicsReturn::Ok } } pub fn get_coordinates(x1: i32, y1: i32, x2: i32, y2: i32) -> Vec<(usize, usize)> { let mut coordinates: Vec<(usize, usize)> = vec![]; let dx: i32 = i32::abs(x2 - x1); let dy: i32 = i32::abs(y2 - y1); let sx: i32 = { if x1 < x2 { 1 } else { -1 } }; let sy: i32 = { if y1 < y2 { 1 } else { -1 } }; let mut error: i32 = (if dx > dy { dx } else { -dy }) / 2; let mut current_x: i32 = x1; let mut current_y: i32 = y1; loop { coordinates.push((current_x as usize, current_y as usize)); // info!("0 {:?}", (current_x, current_y)); if current_x == x2 && current_y == y2 { break; } let error2: i32 = error; if error2 > -dx { error -= dy; current_x += sx; } if error2 < dy { error += dx; current_y += sy; } } coordinates }