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129 lines
3 KiB
Rust
129 lines
3 KiB
Rust
use indexmap::IndexMap;
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use instructions::Instruction;
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use petgraph::graph::DiGraph;
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use types::Type;
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trait Node {
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fn inputs() -> IndexMap<String, Type>;
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fn outputs() -> IndexMap<String, Type>;
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}
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struct NodeGraph {
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graph: DiGraph<Instruction, TypedEdge>,
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}
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struct TypedEdge {
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from: String,
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to: String,
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typ: Type,
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}
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mod instructions {
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//! This is the lowest level of the IR, the one the executor will use.
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use std::path::Path;
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use indexmap::{indexmap, IndexMap};
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pub enum Instruction {
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// File handling
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LoadFile,
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SaveFile,
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ColorMatrix,
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PosMatrix,
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Blend,
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SplitChannels,
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}
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impl Instruction {
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fn inputs(&self) -> IndexMap<String, Type> {
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match self {
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Instruction::LoadFile => indexmap! {
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"path" => Type::Path
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},
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Instruction::SaveFile => indexmap! {
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"path" => Type::Path
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},
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Instruction::ColorMatrix => indexmap! {
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"image" => Type::ImageData,
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"matrix" => Type::Mat(4,5)
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},
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Instruction::PosMatrix => indexmap! {
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"image" => Type::ImageData,
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"matrix" => Type::Mat(2, 3),
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},
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Instruction::Blend => todo!(),
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Instruction::SplitChannels => todo!(),
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}
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}
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fn outputs(&self) -> IndexMap<String, Type> {
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match self {
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Instruction::LoadFile => indexmap! {
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"image" => Type::ImageData
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},
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Instruction::SaveFile => indexmap! {},
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Instruction::ColorMatrix => indexmap! {
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"resut" => Type::ImageData
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},
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Instruction::PosMatrix => todo!(),
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Instruction::Blend => todo!(),
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Instruction::SplitChannels => todo!(),
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}
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}
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}
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}
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mod types {
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pub enum Type {
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// TODO: later do lower level type system for this stuff?
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// Image(Size, PixelType),
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// // image data for processing.
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// // always PixelType::Rgba32F
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// ImageData(Size),
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// // stuff that's still to be generated, not sized and no pixeltype
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// ProceduralImage,
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ImageData,
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Text,
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Integer,
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Float,
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Double,
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Path,
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Bool,
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Vec(
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// length,
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u8,
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),
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Mat(
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// Rows
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u8,
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// Columns
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u8,
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),
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}
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// pub struct Size {
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// width: u16,
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// height: u16,
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// }
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// Pixel types. Taken from variants [here](https://docs.rs/image/latest/image/pub enum.DynamicImage.html).
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// pub enum PixelType {
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// Luma8,
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// LumaA8,
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// Rgb8,
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// Rgba8,
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// Luma16,
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// LumaA16,
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// Rgb16,
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// Rgba16,
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// Rgb32F,
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// #[default]
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// Rgba32F,
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// }
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}
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