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Trac3r-rust/notes/VKProcessor/CanvasState.txt

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Creation-Date: 2020-02-03T23:30:41-08:00
====== CanvasState ======
[[/doc/sfml_rust/canvas/canvas_state/struct.CanvasState.html|Documentation]]
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===== Details =====
The gist of this class is basically draw everything 2D and have all the resources to do so. It holds binary buffer blobs for resources, it's own compiled shaders, render_pass, and all of the vertex buffers in order to draw those binary buffer blobs.
**window_size_dependent_setup** is currently hosted inside this class. If a second graphics class is added I will add some shared library for this to live.
**render_pass **the render pass is created with our depth stencil/color data **D32Sfloat_S8Uint **attachment for the render output. This is highly shader dependent. Also depends on the DynamicState
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===== Interface =====
Generally there is a getter for the resource handle & pointer and a load (or create) for each of the stored items.
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The class then interacts with these stored items by taking and executing a list of operations to perform on them.
[[VKProcessor::CanvasFrame|CanvasFrame]]
An object which accumulate frame draws. The State will then parse this list of calls and display them on the screen
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=== canvas ===
I made a maybe(?) good change to the heirarchy of the canvas. Hiding the construction of handles from anything outside.
Currently, canvas is separated out to
* A state container: CanvasState
* An Interface class CanvasFrame
* `Managed` objects. Aka, everything that CanvasState holds
CanvasText is just laying around until I use it...
Shader pipeline objects exists in one level of managed
Handle and Buffer objects exists in the base managed level
== Do I commit to the all handles in handles.rs? ==
FYI The shader API is actually pretty badass
load_shader::<GenericShader, ColorVertex2D>("shadername", a, b);
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===== Data =====
**Borrowed:**
queue
device
**Owns:**
render_pass
[[CanvasImage]]
[[VKProcessor:CanvasTexture|CanvasTexture]]
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[[CanvasFont]]
[[CompiledShader]]
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