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#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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extern crate cgmath;
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extern crate image;
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extern crate nalgebra as na;
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extern crate rand;
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extern crate time;
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extern crate hprof;
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use vulkano::sync;
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use crate::util::timer::Timer;
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use vulkano::instance::Instance;
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use vulkano::sync::GpuFuture;
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use winit::{EventsLoop, WindowBuilder, WindowEvent, Event, DeviceEvent, VirtualKeyCode, ElementState};
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use winit::dpi::LogicalSize;
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use vulkano_win::VkSurfaceBuild;
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use sprite::Sprite;
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use crate::util::load_raw;
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use vulkano::instance::debug::DebugCallback;
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use crate::compute::compu_frame::CompuFrame;
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use crate::canvas::canvas_frame::{CanvasFrame, CanvasFrameTest, DrawableTest};
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use crate::compute::managed::compu_sprite::CompuSprite;
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use std::sync::Arc;
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use crate::canvas::managed::handles::{CanvasTextureHandle, Handle};
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use crate::canvas::canvas_frame::dynhash::DynHash;
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use crate::util::vertex::{VertexTypes, TextureVertex2D};
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pub mod util;
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pub mod vkprocessor;
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pub mod sprite;
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pub mod canvas;
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pub mod compute;
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/*
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Trac3r : A program to convert images to 2D toolpaths
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TODO:
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+ Text rendering is half implemented.
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+ Need generalized interface for render (image, texture, text)
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+ Currently using local copies of a few libraries:
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shade_runner
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vulkano/vulkano-win
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vulkano/vulkano-shaders
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vulkano/vulkano
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+ Need to generate runtime vertex definitions if I want to have on the fly shaders
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*/
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pub fn main() {
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hprof::start_frame();
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let q1 = hprof::enter("setup");
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let instance = {
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let extensions = vulkano_win::required_extensions();
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Instance::new(None, &extensions, None).unwrap()
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};
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let _callback = DebugCallback::errors_and_warnings(&instance, |msg| {
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println!("Debug callback: {:?}", msg.description);
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}).ok();
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let mut events_loop = EventsLoop::new();
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let mut surface = WindowBuilder::new()
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.with_dimensions(LogicalSize::from((800, 800)))
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.build_vk_surface(&events_loop, instance.clone()).unwrap();
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let mut window = surface.window();
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let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
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{
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let g = hprof::enter("vulkan preload");
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processor.create_swapchain(&surface);
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processor.preload_kernels();
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processor.preload_shaders();
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processor.preload_textures();
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processor.preload_fonts();
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}
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let q2 = hprof::enter("Game Objects");
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let mut timer = Timer::new();
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let mut frame_future = Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
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let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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let image_data = load_raw(String::from("funky-bird.jpg"));
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let image_dimensions_f = ((image_data.1).0 as f32, (image_data.1).1 as f32);
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let image_dimensions_u = image_data.1;
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let compu_sprite1 = CompuSprite::new((0.0, -0.5), (0.4, 0.4), 0, image_dimensions_f,
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// This swap image needs to match the size of the compute
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processor.new_swap_image(image_dimensions_u));
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let compute_buffer = processor.new_compute_buffer(image_data.0, image_data.1, 4);
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let compute_kernel = processor.get_kernel_handle(String::from("simple-edge.compute"))
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.expect("Can't find that kernel");
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let funky_handle = processor.get_texture_handle(String::from("funky-bird.jpg")).unwrap();
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let sfml_handle = processor.get_texture_handle(String::from("sfml.png")).unwrap();
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let font_handle = processor.get_font_handle(String::from("sansation.ttf")).unwrap();
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let funky_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 0, funky_handle.clone());
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let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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//let text_sprite = Text::new((-0.1,-0.1), (10.0, 10.0), font_handle.clone());
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//let test_polygon = Poly::new_with_color((-0.5, -0.5), (0.5, 0.5), 1, (1.0,0.0,0.0,0.0));
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drop(q2);
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drop(q1);
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let l = hprof::enter("Loop");
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let mut exit = false;
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let mut count = 0;
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while let true = processor.is_open() {
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// Take care of our timing
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{
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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}
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while (accumulator_time - step_size) >= step_size {
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accumulator_time -= step_size;
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}
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// Events loop is borrowed from the surface
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events_loop.poll_events(|event| {
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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{
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exit = true;
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}
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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processor.recreate_swapchain(&surface);
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}
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Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
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match keyboard_input.virtual_keycode.unwrap() {
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VirtualKeyCode::A => {
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if keyboard_input.state == ElementState::Pressed {
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// processor.save_edges_image();
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}
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}
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_ => ()
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}
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}
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// Event::DeviceEvent { event: DeviceEvent::Button(mouse_input), .. } => {
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// mouse_xy.x
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// },
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_ => ()
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}
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});
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if exit {
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break;
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}
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let funky_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 0, funky_handle.clone());
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let mut canvas_frame = CanvasFrameTest::default();
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canvas_frame.draw(&funky_sprite);
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canvas_frame.draw(&sfml_sprite);
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let mut compu_frame = CompuFrame::new();
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// compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
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// compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
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//
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// let mut canvas = CanvasFrame::new();
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// canvas.draw(&funky_sprite);
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// canvas.draw(&test_polygon);
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{
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let g = hprof::enter("Run");
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processor.run(&surface,
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canvas_frame,
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compu_frame);
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}
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}
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drop(l);
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return;
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hprof::end_frame();
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hprof::profiler().print_timing();
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}
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