Content-Type: text/x-zim-wiki
Wiki-Format: zim 0.4
Creation-Date: 2020-02-03T22:11:42-08:00
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=== Trac3r : A program to convert images to 2D toolpaths ===
TODO:
[X] Text rendering is mocked.
[?] Pathfinder vulkan backend implementation
* Kinda big meh on this. It's very much oneshot based
and not incredibly compatible with vulkano...
[ ] Investigate lyon maybe
[X] Currently using local copies of a few libraries:
[x] shade_runner ( not gonna happen, my fork has diverged too far )
[ ] Make a toolpath
[X] Read from GPU?
[ ] Figure out a way to vectorize the simple edge
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[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
Docs
[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
[[VKProcessor:CanvasState|CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
[[VKProcessor::CanvasFrame|CanvasFrame]] ===========
[[VKProcessor:CompiledShader|CompiledShader]] ===========
[[VKProcessor:CompuState|CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]]
[[VKProcessor:DynamicVertex|DynamicVertex]] (dead) ===========
[[Drawables]] ===========
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==== Context switching ====
Okay. So now I have gotten myself into a bit of a pickle with the text rendering. What was supposed to be an "easy" hack to get it to work, ended turning into a complete vulkan backend written for the pathfinder gpu abstraction layer. This luckily is within my level of skill (I think) but it is no small task.
When I finally get this done, I should be able to allow [[VkProcessor]] to implement the Device trait, and then replicate the behaviour I am writing for the PoC!!
After this. I should have very robust and (hopefully) simple text rendering interface.
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===== Links =====
Dynamic Keys in HashMap
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=b4630cf98afa88fc0fbffdb0112af1c1
VertexDefinition
https://github.com/tomaka/vulkano-examples/blob/81f5a4eb3c5f3fcc6a194d3c41e53b2bc66f7add/gltf/gltf_system.rs#L687-L795
pub enum Content {
Text(String),
Number(u32),
}
impl From for String {
fn wrap(self) {
Content::Text(self)
}
}
impl From for u32 {
fn wrap(self) {
Content::Number(self)
}
}
fn any_content<T>(value : T) where T : IntoContent {
let content : Content = value.wrap();
}
├── canvas
│ ├── canvas_frame.rs
│ ├── canvas_state.rs
│ ├── managed
│ │ ├── canvas_text.rs
│ │ ├── gpu_buffers.rs
│ │ ├── handles.rs
│ │ ├── mod.rs
│ │ └── shader
│ │ ├── dynamic_vertex.rs
│ │ ├── generic_shader.rs
│ │ ├── mod.rs
│ │ ├── shader_common.rs
│ │ └── text_shader.rs
│ └── mod.rs
├── compute
│ ├── compu_frame.rs
│ ├── compu_state.rs
│ ├── managed
│ │ ├── compu_buffer.rs
│ │ ├── compu_kernel.rs
│ │ ├── compu_sprite.rs
│ │ ├── handles.rs
│ │ └── mod.rs
│ └── mod.rs
├── main.rs
├── sprite.rs
├── util
│ ├── mod.rs
│ ├── timer.rs
│ ├── vertex_2d.rs
│ └── vertex_3d.rs
└── vkprocessor.rs
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