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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::system::*;
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use vulkano::sync;
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use crate::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::canvas::CanvasFrame;
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mod util;
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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 button;
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mod vertex_2d;
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mod vertex_3d;
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mod sprite;
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mod canvas;
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/*
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Alright, what the hell do I do next...
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Canvas works, but I want to use CPU accessible buffer instead of immutable buffer
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I think it would be faster if we reuse fewer oversized buffers than vis versa
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Texturing is broken
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Compute is running in the background, but don't have a way to draw it.
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Would like to draw it to a sprite???
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8/13 :
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Okay. So I've decided to keep compute image and compute kernel in their own 'canvas'
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Canvas still needs to be cleaned up. I would like a contract type of thing going on
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with the loaded textures. Where you need to request a texture_handle from vkprocessor
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to attach to a Sprite. The problem is kinda what I do with the swap image. I only need
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a reference to it and the general buffer coming back from the compute kernel. I could
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continue to hold the image in the Canvas, and just give out an ID when a Sprite wants it.
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The issue here is that kinda muddles the API a bit. I would need to do something like
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Canvas.load_textures()
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Compute.create_compute(data) -> compute_buffer_id
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Canvas.load_image(compute_buffer_id, Compute)
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Sprite::with_image(compute_buffer_id)
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Canvas::swap_into(compute_buffer, swap_image);
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I want to be able to chain computes using the same data
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So that would be a different pipeline using the same or similar descriptor set
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sprite = Sprite::with_texture(Canvas.get_texture_from_file())
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(compute, sprite2) = Compute::with_swap_image(Canvas.get_new_image())
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compute load shader -> shader object
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compute load buffers -> buffer object
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shader object + buffer object + maybe the swap buffer
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-> command queue
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let mut canvas = CanvasFrame::new();
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canvas.draw(&sprite);
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canvas.draw(&sprite2);
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(frame_future) = processor.run(&surface, frame_future, canvas);
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*/
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fn main() {
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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 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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processor.compile_kernel(String::from("simple-edge.compute"));
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processor.load_compute_image(String::from("background.jpg"));
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processor.load_textures(String::from("funky-bird.jpg"));
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processor.create_swapchain(&surface);
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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 mut mouse_xy = Vector2i::new(0,0);
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let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.));
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let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.));
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while let Some(p) = window.get_position() {
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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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println!("{}", delta_time);
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let mut exit = false;
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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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return;
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}
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/*
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*/
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let mut canvas = CanvasFrame::new();
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canvas.draw(&sprite);
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canvas.draw(&sprite2);
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(frame_future) = processor.run(&surface, frame_future, canvas);
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}
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}
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