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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<Item = &'a LightMap>;
fn lightmaps_iter(&self) -> Self::LightMapsIter<'_>;
fn get_lightmap(&self, index: u32) -> &LightMap;
}
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