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Trac3r-rust/src/canvas/canvas_frame.rs

142 lines
3.9 KiB

use crate::util::vertex_3d::{Vertex3D};
use std::sync::Arc;
use std::collections::HashMap;
use crate::canvas::canvas_state::{Drawable};
use std::hash::Hash;
use crate::canvas::*;
use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
use crate::canvas::managed::handles::{CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle};
use crate::canvas::managed::shader::text_shader::GlyphInstance;
pub struct CanvasFrame {
pub colored_drawables: Vec<RuntimeVertexDef>,
pub textured_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<RuntimeVertexDef>>>,
pub image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<RuntimeVertexDef>>>,
pub text_drawables: HashMap<Arc<CanvasFontHandle>, Vec<GlyphInstance>>
}
/*
This is sort of the beginning of our interface with the user definable sprites.
Will be taking in multiple type of items
TEXT
FontHandle
VertexDefintion
color
position
instances (string)
Textured
TextureHandle
VertexDefintion
position
coords
size
Vertex definition is directly correlated to the compiled code. How do I bucket these
I guess I could store them and set handles like I do textures
The only ent that can create these vertex handles is the vkprocessor.
So Text can only get a vertex definition by going like shader.get_definition()
Text
FontHandle
VertexHandle
Drawable must include
shader_handle (but how to I get this to the text? this is runtime)
Okay, no. Maybe a default shader type of setup. With a shader handle override????
Type: Text
Textured
Img
Color
frame.draw(text) {
text.type == TEXT { // When it matches to default text shader
text_shader.get_definition()
text_shader.get_pipeline()
}
...
else { // When the user passes in a shader
text.shader_handle.get_definition()
text.shader_handle.get_pipeline()
}
}
// Has default shader
let text = Text::new("asdoif");
let frame = CanvasFrame::new();
frame.draw(text);
vkprocessor.run(frame);
*/
impl CanvasFrame {
/// Creates a bare canvas frame with empty accumulators a
pub fn new() -> CanvasFrame {
CanvasFrame {
colored_drawables: vec![],
textured_drawables: Default::default(),
image_drawables: Default::default(),
text_drawables: Default::default()
}
}
// TODO: Fix this for text and fonts
/// Accumulates the drawables collected Vertex2D's
pub fn draw(&mut self, drawable: &dyn Drawable) {
match drawable.get_texture_handle() {
Some(handle) => {
self.textured_drawables
.entry(handle.clone())
.or_insert(Vec::new())
.push(drawable.collect());
}
None => {
match drawable.get_image_handle() {
Some(handle) => {
self.image_drawables
.entry(handle.clone())
.or_insert(Vec::new())
.push(drawable.collect());
}
None => {
self.colored_drawables.extend(drawable.collect());
}
}
}
}
}
}
pub struct GenericCanvasFrame<H, V, In> {
frame_data: HashMap<H, Vec<(Vec<V>, Vec<In>)>>
}
//
//impl<V, In> GenericCanvasFrame<Vertex3D, V, In> {
//
// /// Creates a bare canvas frame with empty accumulators
// pub fn new() -> GenericCanvasFrame<Vertex3D, V, In> {
// GenericCanvasFrame {
// frame_data: Default::default()
// }
// }
//
// pub fn draw(&mut self, drawable: &dyn DrawableTest<V, Vertex3D, In>) {
// self.frame_data
// .entry(drawable.get_handle().clone())
// .or_insert(Vec::new())
// .push((drawable.get_vertices(), drawable.get_instances()));
// }
//}