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; }