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use gfx::shade::{Formatted, ToUniform};
use gfx_core::shade::{BaseType, ContainerType, UniformValue};
use glsl_layout::{vec3, vec4};
#[derive(Clone, Copy, Debug, Deserialize, PartialEq, PartialOrd, Serialize)]
pub struct Rgba(pub f32, pub f32, pub f32, pub f32);
impl Rgba {
pub fn black() -> Rgba {
Rgba(0.0, 0.0, 0.0, 1.0)
}
pub fn blue() -> Rgba {
Rgba(0.0, 0.0, 1.0, 1.0)
}
pub fn green() -> Rgba {
Rgba(0.0, 1.0, 0.0, 1.0)
}
pub fn red() -> Rgba {
Rgba(1.0, 0.0, 0.0, 1.0)
}
pub fn transparent() -> Rgba {
Rgba(0.0, 0.0, 0.0, 0.0)
}
pub fn white() -> Rgba {
Rgba(1.0, 1.0, 1.0, 1.0)
}
}
impl Default for Rgba {
fn default() -> Rgba {
Rgba::black()
}
}
impl From<[f32; 3]> for Rgba {
fn from(arr: [f32; 3]) -> Rgba {
Rgba(arr[0], arr[1], arr[2], 1.0)
}
}
impl From<[f32; 4]> for Rgba {
fn from(arr: [f32; 4]) -> Rgba {
Rgba(arr[0], arr[1], arr[2], arr[3])
}
}
impl From<(f32, f32, f32)> for Rgba {
fn from((r, g, b): (f32, f32, f32)) -> Rgba {
Rgba(r, g, b, 1.0)
}
}
impl From<(f32, f32, f32, f32)> for Rgba {
fn from((r, g, b, a): (f32, f32, f32, f32)) -> Rgba {
Rgba(r, g, b, a)
}
}
impl From<Rgba> for [f32; 3] {
fn from(Rgba(r, g, b, _): Rgba) -> [f32; 3] {
[r, g, b]
}
}
impl From<Rgba> for [f32; 4] {
fn from(Rgba(r, g, b, a): Rgba) -> [f32; 4] {
[r, g, b, a]
}
}
impl From<Rgba> for (f32, f32, f32) {
fn from(Rgba(r, g, b, _): Rgba) -> (f32, f32, f32) {
(r, g, b)
}
}
impl From<Rgba> for (f32, f32, f32, f32) {
fn from(Rgba(r, g, b, a): Rgba) -> (f32, f32, f32, f32) {
(r, g, b, a)
}
}
impl Formatted for Rgba {
fn get_format() -> (BaseType, ContainerType) {
(BaseType::F32, ContainerType::Vector(4))
}
}
impl ToUniform for Rgba {
fn convert(self) -> UniformValue {
UniformValue::F32Vector4(self.into())
}
}
impl From<Rgba> for vec3 {
fn from(Rgba(r, g, b, _): Rgba) -> vec3 {
[r, g, b].into()
}
}
impl From<Rgba> for vec4 {
fn from(Rgba(r, g, b, a): Rgba) -> vec4 {
[r, g, b, a].into()
}
}