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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 sfml;
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extern crate time;
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use sfml::graphics::*;
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use sfml::graphics::{
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Color, RenderTarget, RenderWindow,
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};
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use sfml::system::*;
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use sfml::window::{Event, Key, Style};
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use sfml::window::mouse::*;
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use sfml::window::mouse;
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use vulkano::sync;
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use std::sync::Arc;
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use std::{fs, mem, iter, ptr};
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use std::path::PathBuf;
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use std::result;
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use crate::input::Input;
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use crate::slider::Slider;
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use crate::timer::Timer;
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use na::DimAdd;
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use std::time::{SystemTime, Duration};
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use std::ffi::CStr;
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use std::ptr::write;
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, DeviceLocalBuffer, ImmutableBuffer, BufferAccess};
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use vulkano::command_buffer::AutoCommandBufferBuilder;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use vulkano::device::{Device, DeviceExtensions};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice};
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use vulkano::pipeline::ComputePipeline;
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use vulkano::sync::GpuFuture;
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use shaderc::CompileOptions;
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use shade_runner::CompileError;
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use crate::workpiece::{WorkpieceLoader, Workpiece};
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mod slider;
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mod timer;
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mod input;
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mod vkprocessor;
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mod util;
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mod button;
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mod workpiece;
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/*
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What next?
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Second sprite for rendering paths at x10 or so resolution
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color bucketing
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Textures and Sprites cannot live in the same struct as there is no way for a sprite to own
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its texture and become a single object (rust self-referencing structs)
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I want to pull out the textures into their own managing struct instead
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But I want to be able to modify the texture after I give it to a sprite which is an issue
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So if I place all the textures in a single container and then let a sprite borrow that container
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I will no longer be able to modify any of the textures
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I have to pass in the textures to the sprite individually so they don't get borrow poisoned
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It seems like I can put the textures in a struct as long as I pass the struct.texture explicitly
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So at first glance it seems like we need to
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+ create a texture
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+ assign that texture to a sprite
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And any time we want to update the texture. We need to delete the sprite
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So I'm kinda coming to the conclusion here that rust SFML is not made for
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frequent updates to the screen...
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Let's take a look at how easy it would be to replace SFML...
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e.g
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*/
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/// ```
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/// struct Thing<'a> {
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/// field1: Option<&'a mut Thing<'a>>
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/// }
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///
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/// fn main() {
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/// let mut thing1 = Thing { field1: None };
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/// let mut thing2 = Thing { field1: None };
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///
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/// thing1.field1 = Some(&mut thing2);
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/// thing1.field1 = Some(&mut thing2); <-- Second mutable borrow error
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/// }
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/// ```
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fn main() {
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let font = Font::from_file("resources/fonts/sansation.ttf").unwrap();
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let mut processor = vkprocessor::VkProcessor::new(&instance);
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processor.compile_kernel(String::from("simple-edge.compute"));
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processor.load_buffers(String::from("funky-bird.jpg"));
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processor.run_kernel();
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processor.read_image();
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processor.save_image();
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let mut window = RenderWindow::new(
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(900, 900),
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"Custom drawable",
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Style::CLOSE,
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&Default::default(),
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);
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let mut timer = Timer::new();
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let mut input = Input::new();
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let xy = processor.xy;
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let mut workpieceloader = WorkpieceLoader::new(String::from("resources/images/funky-bird.jpg"));
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workpieceloader.load_first_stage(processor.read_image());
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let mut workpiece = Workpiece::new();
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workpiece.render_sprite.set_texture(&mut workpieceloader.first_stage_texture, false);
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// workpiece.render_sprite.set_texture(&mut workpieceloader.swatch_texture, false);
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// workpiece.render_sprite.set_texture(&mut workpieceloader.vec.get(0).unwrap(), false);
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workpiece.render_sprite.set_texture(&mut workpieceloader.vec.get(0).unwrap(), false);
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workpiece.render_sprite = Sprite::new();
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workpieceloader.first_stage_texture.set_smooth(false);
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let mut slider = Slider::new(Vector2f::new(40.0, 40.0), None, &font);
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let mut selected_colors = Vec::new();
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let mut button = button::Button::new(Vector2f::new(40.0,40.0), Vector2f::new(100.0,100.0), &font);
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button.set_text("Text");
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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 mut mouse_xy = Vector2i::new(0,0);
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while window.is_open() {
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while let Some(event) = window.poll_event() {
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match event {
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Event::Closed => return,
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Event::KeyPressed { code, .. } => {
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if code == Key::Escape {
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return;
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}
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},
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Event::MouseButtonPressed { button, x, y} => {
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let x = x as u32;
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let y = y as u32;
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mouse_xy = mouse::desktop_position();
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let r = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 0) as usize] as u8;
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let g = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 1) as usize] as u8;
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let b = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 2) as usize] as u8;
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let a = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 3) as usize] as u8;
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selected_colors.push(
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RectangleShape::with_size(Vector2f::new(30.0, 30.0))
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);
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let mut x_position = 45.0 * selected_colors.len() as f32;
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selected_colors.last_mut().unwrap().set_position(Vector2f::new(x_position, 80.0));
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selected_colors.last_mut().unwrap().set_fill_color(&Color::rgba(r,g,b,a));
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},
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Event::MouseWheelScrolled { wheel, delta, x, y } => {
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if delta > 0.0 {
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workpiece.render_sprite.set_scale(workpiece.render_sprite.get_scale()*Vector2f::new(1.1,1.1));
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} else {
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workpiece.render_sprite.set_scale(workpiece.render_sprite.get_scale()*Vector2f::new(0.9,0.9));
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}
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},
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_ => {}
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}
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input.ingest(&event)
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}
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// Dragging by middle click
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if input.is_mousebutton_held(Button::Middle) {
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let delta = mouse_xy - mouse::desktop_position();
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mouse_xy = mouse::desktop_position();
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workpiece.render_sprite.set_position(
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workpiece.render_sprite.position() - Vector2f::new(delta.x as f32, delta.y as f32)
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);
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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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while (accumulator_time - step_size) >= step_size {
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accumulator_time -= step_size;
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}
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window.clear(&Color::BLACK);
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window.draw(&workpiece.render_sprite);
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window.draw(&slider);
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for i in &selected_colors {
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window.draw(i);
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}
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window.draw(&button);
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window.display();
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}
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}
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