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@ -23,46 +23,25 @@ use crate::canvas_frame::CanvasFrame;
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use std::hash::Hash;
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use std::hash::Hash;
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use crate::canvas_shader::CanvasShader;
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use crate::canvas_shader::CanvasShader;
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use crate::canvas_buffer::{CanvasImage, CanvasTexture};
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use crate::canvas_buffer::{CanvasImage, CanvasTexture};
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// Canvas is the accumulator of Sprites for drawing
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// Needs to know:
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// textured?
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// colored?
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// vertices
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/*
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/*
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If it is textured. It needs to be rendered with the texture shader which requires a separate
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If it is textured. It needs to be rendered with the texture shader which requires a separate
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graphics pipeline. Might as well have a new render pass as well.
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graphics pipeline. Might as well have a new render pass as well.
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So framebuffer is tied to the swapchains images as well as the renderpass
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So framebuffer is tied to the swapchains images as well as the renderpass
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it appears that renderpass is tied to the individual shader
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it appears that renderpass is tied to the individual shader
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*/
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*/
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// I want to be able to draw 2d sprites.
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// These sprites might be textured or a single color
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// All of the single colors will be grouped into one batch using colored vertices.
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// The rest will be grouped by their texture and run individually
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/// Vertex trait for Drawable Vertices.
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pub trait Vertex {
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pub trait Vertex {
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fn position(&self) -> (f32, f32) {
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fn position(&self) -> (f32, f32) {
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(0.0, 0.0)
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(0.0, 0.0)
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}
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}
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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Some((0., 0., 0., 0.))
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Some((0., 0., 0., 0.))
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}
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}
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}
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}
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impl Vertex for ColoredVertex2D {
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impl Vertex for ColoredVertex2D {
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fn position(&self) -> (f32, f32) {
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fn position(&self) -> (f32, f32) {
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(0.0, 0.0)
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(0.0, 0.0)
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@ -73,6 +52,8 @@ impl Vertex for ColoredVertex2D {
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}
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}
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}
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}
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/// A drawable object can be passed into a CanvasFrame to be rendered
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/// Allows Texture or Image drawing via their handles
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pub trait Drawable {
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pub trait Drawable {
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fn get_vertices(&self) -> Vec<(f32, f32)>;
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fn get_vertices(&self) -> Vec<(f32, f32)>;
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fn get_color(&self) -> (f32, f32, f32, f32);
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fn get_color(&self) -> (f32, f32, f32, f32);
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@ -80,7 +61,7 @@ pub trait Drawable {
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fn get_image_handle(&self) -> Option<Arc<CanvasImageHandle>>;
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fn get_image_handle(&self) -> Option<Arc<CanvasImageHandle>>;
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}
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}
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// Need three types of shaders. Solid, Textured, Image
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/// Legacy ShaderType enum for single type shaders.
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#[derive(PartialEq, Eq, Hash, Clone)]
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#[derive(PartialEq, Eq, Hash, Clone)]
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pub enum ShaderType {
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pub enum ShaderType {
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SOLID = 0,
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SOLID = 0,
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@ -88,22 +69,18 @@ pub enum ShaderType {
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IMAGE = 2,
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IMAGE = 2,
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}
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}
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/// Typed wrapper for a u32 texture handle (index id)
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasTextureHandle {
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pub struct CanvasTextureHandle {
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pub handle: u32
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pub handle: u32
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}
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}
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/// Typed wrapper for a u32 image handle (index id)
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasImageHandle {
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pub struct CanvasImageHandle {
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pub handle: u32
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pub handle: u32
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}
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}
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasShaderHandle {
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pub handle: u32
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}
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#[derive(Clone)]
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#[derive(Clone)]
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pub struct CanvasState {
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pub struct CanvasState {
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dynamic_state: DynamicState,
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dynamic_state: DynamicState,
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@ -158,8 +135,6 @@ impl CanvasState {
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device: Arc<Device>,
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device: Arc<Device>,
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physical: PhysicalDevice,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> CanvasState {
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capabilities: Capabilities) -> CanvasState {
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let solid_color_kernel = String::from("color-passthrough");
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let texture_kernel = String::from("simple_texture");
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CanvasState {
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CanvasState {
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dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None },
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dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None },
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@ -168,20 +143,7 @@ impl CanvasState {
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
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image_buffers: vec![],
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image_buffers: vec![],
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texture_buffers: vec![],
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texture_buffers: vec![],
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shader_buffers: HashMap::from_iter(vec![
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shader_buffers: HashMap::from_iter(vec![]),
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(solid_color_kernel.clone(), Arc::new(CanvasShader::new_colored(solid_color_kernel.clone(),
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capabilities.clone(),
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queue.clone(),
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physical.clone(),
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device.clone()))
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),
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(texture_kernel.clone(), Arc::new(CanvasShader::new_textured(texture_kernel.clone(),
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capabilities.clone(),
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queue.clone(),
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physical.clone(),
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device.clone()))
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),
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]),
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colored_drawables: vec![],
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colored_drawables: vec![],
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colored_vertex_buffer: vec![],
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colored_vertex_buffer: vec![],
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@ -279,6 +241,22 @@ impl CanvasState {
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Some(handle)
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Some(handle)
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}
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}
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/// Load and Compile a shader with the filename at resources/shaders
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/// Takes physical and capabilities as we don't store that in Canvas
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pub fn load_shader(&mut self,
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filename: String,
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physical: PhysicalDevice,
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capabilities: Capabilities) {
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self.shader_buffers.insert(filename.clone(),
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Arc::new(CanvasShader::new_colored(filename.clone(),
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capabilities.clone(),
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self.queue.clone(),
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physical.clone(),
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self.device.clone())));
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}
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/// Using the texture name, iterates through the stored textures and matches by the name
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pub fn get_texture_handle(&self, texture_name: String)
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pub fn get_texture_handle(&self, texture_name: String)
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-> Option<Arc<CanvasTextureHandle>> {
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-> Option<Arc<CanvasTextureHandle>> {
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for i in self.texture_buffers.clone() {
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for i in self.texture_buffers.clone() {
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@ -289,6 +267,7 @@ impl CanvasState {
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None
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None
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}
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}
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/// Using the texture handle, grab the stored texture and return the buffer
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pub fn get_texture(&self, texture_handle: Arc<CanvasTextureHandle>)
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pub fn get_texture(&self, texture_handle: Arc<CanvasTextureHandle>)
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-> Arc<ImmutableImage<Format>> {
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-> Arc<ImmutableImage<Format>> {
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let handle = texture_handle.handle as usize;
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let handle = texture_handle.handle as usize;
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@ -300,35 +279,18 @@ impl CanvasState {
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}
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}
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}
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}
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// After done using this, need to call allocated vertex buffers
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/// Scrape all the values from the CanvasFrame and then allocate the vertex buffers
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pub fn draw(&mut self, canvas_frame: CanvasFrame) {
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pub fn draw(&mut self, canvas_frame: CanvasFrame) {
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self.textured_drawables = canvas_frame.textured_drawables;
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self.textured_drawables = canvas_frame.textured_drawables;
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self.colored_drawables = canvas_frame.colored_drawables;
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self.colored_drawables = canvas_frame.colored_drawables;
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self.image_drawables = canvas_frame.image_drawables;
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self.image_drawables = canvas_frame.image_drawables;
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self.allocate_vertex_buffers(self.device.clone());
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self.allocate_vertex_buffers();
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}
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}
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fn allocate_vertex_buffers(&mut self, device: Arc<Device>) {
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/// draw(canvas_fame) stored all the intermediate information, this function
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self.image_vertex_buffer.clear();
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/// allocates the vertex buffers using that information
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fn allocate_vertex_buffers(&mut self) {
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/*
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So a bit of brainstorming with the shaders:
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I compile shaders into their respective buffers and add them to a descriptor set
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along with the textures or whatever other resource buffer
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So I'm gonna fix that texturing issue by adding vertex texture coordinate attributes
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Still don't really know how I'm gonna do this...
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* Going to definitely need to use the CpuAccessbileBuffer
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* Maybe calculate deltas between frames???
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*
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*/
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self.colored_vertex_buffer.clear();
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self.colored_vertex_buffer.clear();
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{
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{
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@ -356,8 +318,24 @@ impl CanvasState {
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);
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);
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}
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}
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}
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}
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self.image_vertex_buffer.clear();
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{
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let g = hprof::enter("Image Vertex Buffer");
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for (k, v) in self.image_drawables.drain() {
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self.image_vertex_buffer.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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v.first().unwrap().iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0,
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);
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}
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}
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}
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}
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/// Builds the descriptor set for solid colors using the input kernel (needs to support solid colors)
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fn get_solid_color_descriptor_set(&self, kernel: Arc<CanvasShader>) -> Box<dyn DescriptorSet + Send + Sync> {
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fn get_solid_color_descriptor_set(&self, kernel: Arc<CanvasShader>) -> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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PersistentDescriptorSet::start(
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@ -366,6 +344,7 @@ impl CanvasState {
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o
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o
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}
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}
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/// Pushes the draw commands s
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pub fn draw_commands(&self,
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pub fn draw_commands(&self,
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mut command_buffer: AutoCommandBufferBuilder,
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mut command_buffer: AutoCommandBufferBuilder,
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framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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@ -392,10 +371,9 @@ impl CanvasState {
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).unwrap();
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).unwrap();
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}
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}
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// Images
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// Textures
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let mut shader = self.shader_buffers.get("simple_texture").unwrap().clone();
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let mut shader = self.shader_buffers.get("simple_texture").unwrap().clone();
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if !self.textured_vertex_buffer.is_empty() {
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if !self.textured_vertex_buffer.is_empty() {
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let handle = self.get_texture_handle(String::from("funky-bird.jpg")).unwrap().clone();
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let handle = self.get_texture_handle(String::from("funky-bird.jpg")).unwrap().clone();
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@ -411,21 +389,26 @@ impl CanvasState {
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vec![descriptor_set], (),
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vec![descriptor_set], (),
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).unwrap();
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).unwrap();
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}
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}
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/*for (shader_type, kernel) in self.shader_kernels.clone().iter() {
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match shader_type {
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ShaderType::SOLID => {
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}
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ShaderType::TEXTURED => {
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let mut shader = self.shader_buffers.get("simple-image").unwrap().clone();
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command_buffer = command_buffer.draw(
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kernel.clone().get_pipeline().clone(),
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if !self.image_vertex_buffer.is_empty() {
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&dynamic_state.clone(), self.textured_vertex_buffer.clone(),
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vec![self.get_textured_descriptor_set(String::from("funky-bird.jpg"))], ()
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let handle = self.get_texture_handle(String::from("funky-bird.jpg")).unwrap().clone();
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).unwrap();
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}
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// TODO : BAD BAD BAD. SELECTS FIRST TEXTURE ONLY!!!!!!!!!!!!
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ShaderType::IMAGE => {}
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let descriptor_set = self.texture_buffers.first().clone().unwrap().clone()
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}
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.get_descriptor_set(shader.clone(), self.sampler.clone());
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}*/
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let vertex_buffer = self.textured_vertex_buffer.get(&handle).unwrap().clone();
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command_buffer = command_buffer.draw(
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|
shader.get_pipeline().clone(),
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|
&self.dynamic_state.clone(), vec![vertex_buffer],
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|
vec![descriptor_set], (),
|
|
|
|
|
|
|
|
).unwrap();
|
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|
|
}
|
|
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|
command_buffer
|
|
|
|
command_buffer
|
|
|
|
.end_render_pass()
|
|
|
|
.end_render_pass()
|
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|