use crate::scaling; use librashader_common::Size; use librashader_presets::{Scale2D, ScaleFactor, ScaleType, Scaling}; use num_traits::AsPrimitive; use std::ops::Mul; pub trait ViewportSize where T: Mul + Copy + 'static, f32: AsPrimitive, { /// Produce a `Size` scaled with the input scaling options. fn scale_viewport(self, scaling: Scale2D, viewport: Size) -> Size; } impl ViewportSize for Size where T: Mul + Copy + 'static, f32: AsPrimitive, { fn scale_viewport(self, scaling: Scale2D, viewport: Size) -> Size where T: Mul + Copy + 'static, f32: AsPrimitive, { scaling::scale(scaling, self, viewport) } } pub trait MipmapSize { /// Calculate the number of mipmap levels for a given size. fn calculate_miplevels(self) -> T; fn scale_mipmap(self, miplevel: T) -> Size; } impl MipmapSize for Size { fn calculate_miplevels(self) -> u32 { let mut size = std::cmp::max(self.width, self.height); let mut levels = 0; while size != 0 { levels += 1; size >>= 1; } levels } fn scale_mipmap(self, miplevel: u32) -> Size { let scaled_width = std::cmp::max(self.width >> miplevel, 1); let scaled_height = std::cmp::max(self.height >> miplevel, 1); Size::new(scaled_width, scaled_height) } } fn scale(scaling: Scale2D, source: Size, viewport: Size) -> Size where T: Mul + Copy + 'static, f32: AsPrimitive, { let width = match scaling.x { Scaling { scale_type: ScaleType::Input, factor, } => source.width * factor, Scaling { scale_type: ScaleType::Absolute, factor, } => factor.into(), Scaling { scale_type: ScaleType::Viewport, factor, } => viewport.width * factor, }; let height = match scaling.y { Scaling { scale_type: ScaleType::Input, factor, } => source.height * factor, Scaling { scale_type: ScaleType::Absolute, factor, } => factor.into(), Scaling { scale_type: ScaleType::Viewport, factor, } => viewport.height * factor, }; Size { width: width.round().as_(), height: height.round().as_(), } } pub fn calculate_miplevels(size: Size) -> u32 { let mut size = std::cmp::max(size.width, size.height); let mut levels = 0; while size != 0 { levels += 1; size >>= 1; } levels }