Added sprite and better vertex format. works, but now I lost texturing

master
mitchellhansen 5 years ago
parent cce893a0c8
commit 1f33d96ae5

@ -1,8 +1,12 @@
#version 450
layout(location = 0) in vec2 tex_coords;
layout(location = 1) in vec4 out_color;
layout(location = 0) out vec4 f_color;
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(set = 0, binding = 1, rgba32ui) readonly uniform uimage2D img;
void main() {
ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);

@ -1,6 +1,10 @@
#version 450
layout(location = 0) in vec2 position;
layout(location = 1) in vec4 color;
layout(location = 0) out vec2 tex_coords;
layout(location = 1) out vec4 out_color;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
tex_coords = position;

@ -46,7 +46,7 @@ use crate::workpiece::{WorkpieceLoader, Workpiece};
use winit::{EventsLoop, WindowBuilder, WindowEvent, Event, DeviceEvent, VirtualKeyCode, ElementState};
use winit::dpi::LogicalSize;
use vulkano_win::VkSurfaceBuild;
use sprite::Sprite;
mod slider;
mod timer;
@ -55,28 +55,9 @@ mod vkprocessor;
mod util;
mod button;
mod workpiece;
//struct Sprite {
// pub texture:
//
//
//}
/*
How the F am I going to do sprites?
I need sprites for the slider and buttons at least
The background + render of the toolpath can probably just be straight up hand manipulated textures
Sprite will have 4 verticies and a texture along with position and size attributes
*/
mod vertex_2d;
mod vertex_3d;
mod sprite;
fn main() {
@ -91,18 +72,13 @@ fn main() {
.build_vk_surface(&events_loop, instance.clone()).unwrap();
let mut window = surface.window();
let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
processor.compile_kernel(String::from("simple-edge.compute"));
processor.compile_shaders(String::from("simple_texture"), &surface);
processor.load_buffers(String::from("background.jpg"));
let mut timer = Timer::new();
// let mut input = Input::new();
let mut frame_future = Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
let step_size: f32 = 0.005;
let mut elapsed_time: f32;
@ -113,36 +89,11 @@ fn main() {
let mut mouse_xy = Vector2i::new(0,0);
let mut s = Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
Sprite::new_with_color((0.,0.), (0,0), (0.,0.,0.,0.));
while let Some(p) = window.get_position() {
// Event::MouseButtonPressed { button, x, y} => {
// let x = x as u32;
// let y = y as u32;
// mouse_xy = mouse::desktop_position();
// let r = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 0) as usize] as u8;
// let g = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 1) as usize] as u8;
// let b = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 2) as usize] as u8;
// let a = processor.image_buffer[((processor.xy.0 * y + x) * 4 + 3) as usize] as u8;
//
// selected_colors.push(
// RectangleShape::with_size(Vector2f::new(30.0, 30.0))
// );
//
// let mut x_position = 45.0 * selected_colors.len() as f32;
//
// selected_colors.last_mut().unwrap().set_position(Vector2f::new(x_position, 80.0));
// selected_colors.last_mut().unwrap().set_fill_color(&Color::rgba(r,g,b,a));
// }
elapsed_time = timer.elap_time();
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
@ -176,6 +127,9 @@ fn main() {
_ => ()
}
},
// Event::DeviceEvent { event: DeviceEvent::Button(mouse_input), .. } => {
// mouse_xy.x
// },
_ => ()
}
});
@ -185,7 +139,7 @@ fn main() {
}
s = processor.run(&surface, s);
frame_future = processor.run(&surface, frame_future);
}
}

@ -0,0 +1,34 @@
use crate::vertex_2d::ColoredVertex2D;
#[derive(Debug, Clone)]
pub struct Sprite {
vertices: [ColoredVertex2D; 6],
color: [f32; 4],
}
impl Sprite {
pub fn new(position: (f32, f32), size: (u32, u32)) -> Sprite {
Sprite::new_with_color(position, size, (0.,0.,0.,0.))
}
pub fn new_with_color(position: (f32, f32), size: (u32, u32), color: (f32, f32, f32, f32)) -> Sprite {
let size = (size.0 as f32, size.1 as f32);
let color = [color.0, color.1, color.2, color.3];
Sprite {
vertices: [
ColoredVertex2D { position: [ position.0, position.1 ], color }, // top left
ColoredVertex2D { position: [ position.0, position.1 + size.1], color }, // bottom left
ColoredVertex2D { position: [ position.0 + size.0, position.1 + size.1 ], color }, // bottom right
ColoredVertex2D { position: [ position.0, position.1 ], color }, // top left
ColoredVertex2D { position: [ position.0 + size.0, position.1 + size.1 ], color }, // bottom right
ColoredVertex2D { position: [ position.0 + size.0, position.1 ], color }, // top right
],
color: color,
}
}
}

@ -0,0 +1,13 @@
#[derive(Default, Debug, Clone)]
pub struct Vertex2D {
pub position: [f32; 2]
}
#[derive(Default, Debug, Clone)]
pub struct ColoredVertex2D {
pub position: [f32; 2],
pub color : [f32; 4],
}
vulkano::impl_vertex!(ColoredVertex2D, position, color);

@ -0,0 +1,11 @@
#[derive(Default, Debug, Clone)]
pub struct Vertex3D {
position: [f32; 3]
}
#[derive(Default, Debug, Clone)]
pub struct ColoredVertex3D {
position: [f32; 3],
color : [u8; 4],
}

@ -48,44 +48,8 @@ mod compute_image;
use crate::vkprocessor::compute_image::ComputeImage;
use vulkano::descriptor::descriptor::DescriptorDesc;
use crate::vertex_2d::ColoredVertex2D;
//
//#[derive(Clone)]
//struct ImageBuffers {
// pub image_buffers : Vec<Box<ImageAccess + Send + Sync>>,
//}
//
//impl ImageBuffers {
//
// pub fn new() -> ImageBuffers {
// ImageBuffers {
// image_buffers: vec![]
// }
// }
// pub fn add_image(self) -> Self {
//
// self
// }
//}
//
//unsafe impl DescriptorSetsCollection for ImageBuffers {
// fn into_vec(self) -> Vec<Box<DescriptorSet>> {
// unimplemented!()
// }
//
// fn num_bindings_in_set(&self, set: usize) -> Option<usize> {
// unimplemented!()
// }
//
// fn descriptor(&self, set: usize, binding: usize) -> Option<DescriptorDesc> {
// unimplemented!()
// }
//}
#[derive(Default, Debug, Clone)]
struct tVertex { position: [f32; 2] }
/// This method is called once during initialization, then again whenever the window is resized
fn window_size_dependent_setup(
@ -337,24 +301,25 @@ impl<'a> VkProcessor<'a> {
println!("Allocating Buffers...");
let color = [0.,0.,0.,0.];
let vertex_buffer = {
vulkano::impl_vertex!(tVertex, position);
CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::all(), [
tVertex { position: [ 1.0, 1.0 ] },
tVertex { position: [ 1.0, 0.5 ] },
tVertex { position: [ 0.5, 0.5 ] },
tVertex { position: [ 0.5, 1.0 ] },
ColoredVertex2D { position: [ 1.0, 1.0 ], color },
ColoredVertex2D { position: [ 1.0, 0.5 ], color },
ColoredVertex2D { position: [ 0.5, 0.5 ], color },
ColoredVertex2D { position: [ 0.5, 1.0 ], color },
].iter().cloned()).unwrap()
};
let vertex_buffer2 = {
CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::all(), [
tVertex { position: [-1.0, -1.0 ] },
tVertex { position: [-1.0, -0.5 ] },
tVertex { position: [-0.5, -0.5 ] },
tVertex { position: [-0.5, -1.0 ] },
ColoredVertex2D { position: [-1.0, -1.0 ], color },
ColoredVertex2D { position: [-1.0, -0.5 ], color },
ColoredVertex2D { position: [-0.5, -0.5 ], color },
ColoredVertex2D { position: [-0.5, -1.0 ], color },
].iter().cloned()).unwrap()
};
@ -407,6 +372,8 @@ impl<'a> VkProcessor<'a> {
self.compute_image.clone().unwrap().clone().save_image();
}
pub fn run(&mut self, surface: &'a Arc<Surface<Window>>, mut frame_future: Box<dyn GpuFuture>) -> Box<dyn GpuFuture> {
let mut framebuffers = window_size_dependent_setup(&self.shader_kernels.clone().unwrap().swapchain_images.clone(),
@ -423,7 +390,8 @@ impl<'a> VkProcessor<'a> {
if recreate_swapchain {
self.shader_kernels = Some(self.shader_kernels.clone().unwrap().recreate_swapchain(surface));
framebuffers = window_size_dependent_setup(&self.shader_kernels.clone().unwrap().swapchain_images.clone(),
self.render_pass.clone().unwrap().clone(),
self.shader_kernels.clone().unwrap().render_pass.clone(),
//self.render_pass.clone().unwrap().clone(),
&mut self.dynamic_state);
recreate_swapchain = false;
}

@ -38,10 +38,7 @@ use vulkano::sampler::{Sampler, Filter, MipmapMode, SamplerAddressMode};
use image::flat::NormalForm::ColumnMajorPacked;
use image::Rgba;
use crate::vkprocessor::SimpleSpecializationConstants;
#[derive(Default, Debug, Clone)]
struct tVertex { position: [f32; 2] }
use crate::vertex_2d::ColoredVertex2D;
#[derive(Clone)]
pub struct ComputeImage {

@ -1,6 +1,6 @@
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, DeviceLocalBuffer, ImmutableBuffer, BufferAccess};
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc, DescriptorSetDesc};
use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
use vulkano::pipeline::{ComputePipeline, GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
@ -18,7 +18,7 @@ use image::GenericImage;
use shade_runner::{ComputeLayout, CompileError, FragLayout, FragInput, FragOutput, VertInput, VertOutput, VertLayout, CompiledShaders, Entry};
use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, PersistentDescriptorSetImg, PersistentDescriptorSetSampler};
use shaderc::CompileOptions;
use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError};
use vulkano::swapchain::acquire_next_image;
@ -26,7 +26,7 @@ use vulkano::image::swapchain::SwapchainImage;
use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
use vulkano_win::VkSurfaceBuild;
use vulkano::pipeline::vertex::{SingleBufferDefinition, Vertex};
use vulkano::descriptor::PipelineLayoutAbstract;
use vulkano::descriptor::{PipelineLayoutAbstract, DescriptorSet};
use std::alloc::Layout;
use vulkano::pipeline::viewport::Viewport;
use image::ImageFormat;
@ -37,6 +37,7 @@ use vulkano::format::Format;
use vulkano::sampler::{Sampler, Filter, MipmapMode, SamplerAddressMode};
use image::flat::NormalForm::ColumnMajorPacked;
use crate::vkprocessor::SimpleSpecializationConstants;
use crate::vertex_2d::ColoredVertex2D;
struct EntryPoint<'a> {
compiled_shaders: CompiledShaders,
@ -46,35 +47,18 @@ struct EntryPoint<'a> {
fragment_shader_module: Arc<ShaderModule>,
}
#[derive(Default, Debug, Clone)]
struct tVertex { position: [f32; 2] }
#[derive(Clone)]
pub struct ShaderKernels {
pub swapchain : Arc<Swapchain<Window>>,
pub swapchain_images: Vec<Arc<SwapchainImage<Window>>>, // Surface which is drawn to
//pub physical: PhysicalDevice<'a>,
//shader: CompiledShaders,
//options: CompileOptions<'a>,
pub render_pass: Arc<RenderPassAbstract + Send + Sync>,
pub graphics_pipeline: Option<Arc<GraphicsPipelineAbstract + Sync + Send>>,
device: Arc<Device>,
// entry_point: EntryPoint<'a>,
}
// return the frame buffers
/*
let mut framebuffers =
window_size_dependent_setup(&self.images.clone().unwrap().clone(),
self.render_pass.clone().unwrap().clone(),
&mut self.dynamic_state);
*/
impl ShaderKernels {
fn get_path(filename: String) -> (PathBuf, PathBuf) {
@ -237,7 +221,6 @@ impl ShaderKernels {
}
).unwrap());
vulkano::impl_vertex!(tVertex, position);
ShaderKernels {
@ -250,7 +233,7 @@ impl ShaderKernels {
// We need to indicate the layout of the vertices.
// The type `SingleBufferDefinition` actually contains a template parameter corresponding
// to the type of each vertex. But in this code it is automatically inferred.
.vertex_input_single_buffer::<tVertex>()
.vertex_input_single_buffer::<ColoredVertex2D>()
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
// which one. The `main` word of `main_entry_point` actually corresponds to the name of
@ -261,7 +244,7 @@ impl ShaderKernels {
third_constant: 0.0,
})
// The content of the vertex buffer describes a list of triangles.
.triangle_fan()
.triangle_list_with_adjacency()
// Use a resizable viewport set to draw over the entire window
.viewports_dynamic_scissors_irrelevant(1)
// See `vertex_shader`.

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