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use std::collections::HashMap;
use serde::{Deserialize, Serialize};
use crate::BlendMode;
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct FrameDescriptor {
pub width: u32,
pub height: u32,
pub clear: CanvasClearDescriptor,
pub items: Vec<FrameItemDescriptor>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct CanvasClearDescriptor {
pub color: [f32; 4],
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(tag = "type", rename_all = "camelCase")]
pub enum FrameItemDescriptor {
Layer(LayerDescriptor),
SceneEffect {
effect_pass_groups: Vec<Vec<EffectPassDescriptor>>,
},
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct LayerDescriptor {
pub texture_id: String,
pub transform: QuadTransformDescriptor,
pub opacity: f32,
pub blend_mode: BlendMode,
#[serde(default)]
pub effect_pass_groups: Vec<Vec<EffectPassDescriptor>>,
pub mask: Option<LayerMaskDescriptor>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct QuadTransformDescriptor {
pub center_x: f32,
pub center_y: f32,
pub width: f32,
pub height: f32,
pub rotation_degrees: f32,
pub flip_x: bool,
pub flip_y: bool,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct LayerMaskDescriptor {
pub texture_id: String,
pub feather: f32,
pub inverted: bool,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct EffectPassDescriptor {
pub shader: String,
pub uniforms: HashMap<String, EffectUniformValueDescriptor>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(untagged)]
pub enum EffectUniformValueDescriptor {
Number(f32),
Vector(Vec<f32>),
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct CanvasTextureDescriptor {
pub id: String,
pub width: u32,
pub height: u32,
}
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