/*
* Copyright (C) Oscar Shrimpton 2020
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
use std::fmt;
use crate::types::RGB;
/// Stores light map textures that help make surface lighting more realistic
#[derive(Clone)]
pub struct LightMap {
pub map: [[RGB; 128]; 128],
}
impl PartialEq for LightMap {
fn eq(&self, other: &LightMap) -> bool {
for x in 0..128 {
for y in 0..128 {
if self.map[x][y] != other.map[x][y] {
return false;
}
}
}
true
}
}
impl fmt::Debug for LightMap {
// rust can't derive debug for 3d arrays so done manually
// \_( )_/
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "LightMap {{ map: [")?;
for c in self.map.iter() {
write!(f, "[")?;
for x in c.iter() {
write!(f, "{:?}, ", x)?;
}
write!(f, "], ")?;
}
write!(f, "}}")
}
}
pub trait HasLightMaps {
type LightMapsIter<'a>: Iterator- ;
fn lightmaps_iter(&self) -> Self::LightMapsIter<'_>;
fn get_lightmap(&self, index: u32) -> &LightMap;
}