Got the vertex definition into the load function. Which is something

master
mitchellhansen 5 years ago
parent 595937d68f
commit 554e8d551e

@ -0,0 +1 @@
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@ -53,20 +53,44 @@ impl CanvasFrame {
}
}
struct Pair<T> {
x: T,
y: T,
}
impl Pair<Vertex3D> {
fn new(x: Vertex3D, y: Vertex3D) -> Self {
Self {
x,
y,
}
}
}
impl Pair<GlyphInstance> {
fn new(x: GlyphInstance, y: GlyphInstance) -> Self {
Self {
x,
y,
}
}
}
pub struct GenericCanvasFrame<H, V, In> {
frame_data: HashMap<H, Vec<(Vec<V>, Vec<In>)>>
}
impl<H, V, In> GenericCanvasFrame<H, V, In> {
impl<V, In> GenericCanvasFrame<Vertex3D, V, In> {
/// Creates a bare canvas frame with empty accumulators
pub fn new() -> GenericCanvasFrame<H, V, In> where H: Eq + Hash {
pub fn new() -> GenericCanvasFrame<Vertex3D, V, In> {
GenericCanvasFrame {
frame_data: Default::default()
}
}
pub fn draw(&mut self, drawable: &dyn DrawableTest<V, H, In>) where H: Eq + Hash + Clone {
pub fn draw(&mut self, drawable: &dyn DrawableTest<V, Vertex3D, In>) {
self.frame_data
.entry(drawable.get_handle().clone())
.or_insert(Vec::new())

@ -318,16 +318,17 @@ impl CanvasState {
/// Load and Compile a shader with the filename at resources/shaders
/// Takes physical and capabilities as we don't store that in Canvas
pub fn load_shader<T: 'static>(&mut self,
pub fn load_shader<T: 'static, V>(&mut self,
filename: String,
physical: PhysicalDevice,
capabilities: Capabilities) -> Option<Arc<CompiledGraphicsPipelineHandle>>
where T: CompiledGraphicsPipeline {
let handle = Arc::new(CompiledGraphicsPipelineHandle {
handle: self.shader_buffers.len() as u32
});
let shader: Box<dyn CompiledGraphicsPipeline> = Box::new(T::new(
let shader: Box<dyn CompiledGraphicsPipeline> = Box::new(T::new::<V>(
filename.clone(),
self.device.clone(),
handle.clone(),

@ -103,7 +103,7 @@ pub struct CompiledGraphicsPipelineHandle {
}
pub trait CompiledGraphicsPipeline {
fn new(filename: String,
fn new<T>(filename: String,
device: Arc<Device>,
handle: Arc<CompiledGraphicsPipelineHandle>,
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> Self where Self: Sized;

@ -39,7 +39,7 @@ impl CompiledGraphicsPipelineResources for GenericShader {}
impl CompiledGraphicsPipeline for GenericShader {
/// This will explode when the shader does not want to compile
fn new(filename: String,
fn new<T>(filename: String,
device: Arc<Device>,
handle: Arc<CompiledGraphicsPipelineHandle>,
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> GenericShader {
@ -78,7 +78,8 @@ impl CompiledGraphicsPipeline for GenericShader {
graphics_pipeline:
Some(Arc::new(GraphicsPipeline::start()
.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
//SingleBufferDefinition::<Vertex3D>
.vertex_input(T::new())
.vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants {
first_constant: 0,

@ -45,7 +45,7 @@ impl CompiledGraphicsPipelineResources for TextShader {}
impl CompiledGraphicsPipeline for TextShader {
/// This will explode when the shader does not want to compile
fn new(filename: String,
fn new<T>(filename: String,
device: Arc<Device>,
handle: Arc<CompiledGraphicsPipelineHandle>,
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>) -> TextShader {
@ -107,8 +107,8 @@ impl CompiledGraphicsPipeline for TextShader {
TextShader {
graphics_pipeline:
Some(Arc::new(GraphicsPipeline::start()
.vertex_input(OneVertexOneInstanceDefinition::<Vertex3D, GlyphInstance>::new())
//OneVertexOneInstanceDefinition::<Vertex3D, GlyphInstance>
.vertex_input(T::new())
.vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants {
first_constant: 0,

@ -169,8 +169,8 @@ pub fn main() {
canvas.draw(&funky_sprite);
canvas.draw(&test_polygon);
let mut gencanvas = GenericCanvasFrame::new();
gencanvas.draw(&text_sprite);
// let mut gencanvas = GenericCanvasFrame::new();
// gencanvas.draw(&text_sprite);
{

@ -97,8 +97,8 @@ impl Sprite {
}
}
impl<V, H, In> DrawableTest<V, H, In> for Sprite {
fn get_vertices(&self) -> Vec<V> {
impl<H, In> DrawableTest<Vertex3D, H, In> for Sprite {
fn get_vertices(&self) -> Vec<Vertex3D> {
unimplemented!()
}
@ -301,7 +301,7 @@ pub trait TextVertex {
fn get_vertices() -> Vec<(u32, u32, u32)>;
}
impl<V: TextVertex, H: TextHandle, In: TextInstance> DrawableTest<V, H, In> for Text {
impl<V: TextVertex, H, In: TextInstance> DrawableTest<V, H, In> for Text {
fn get_vertices(&self) -> Vec<V> {
unimplemented!()
}

@ -19,7 +19,9 @@ use std::time::Duration;
use vulkano::pipeline::depth_stencil::{DynamicStencilValue, StencilFaceFlags};
use crate::canvas::shader::common::CompiledGraphicsPipelineHandle;
use crate::canvas::shader::generic_shader::GenericShader;
use crate::canvas::shader::text_shader::TextShader;
use crate::canvas::shader::text_shader::{TextShader, GlyphInstance};
use vulkano::pipeline::vertex::{OneVertexOneInstanceDefinition, SingleBufferDefinition};
use crate::util::vertex_3d::Vertex3D;
/// VKProcessor holds the vulkan instance information, the swapchain, and the compute and canvas states
///
@ -157,10 +159,10 @@ impl<'a> VkProcessor<'a> {
/// A hardcoded list of shaders which can be proloaded from this function
pub fn preload_shaders(&mut self) {
self.canvas_state.load_shader::<GenericShader>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<TextShader>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader, SingleBufferDefinition::<Vertex3D>>(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader, SingleBufferDefinition::<Vertex3D>>(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<GenericShader, SingleBufferDefinition::<Vertex3D>>(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
self.canvas_state.load_shader::<TextShader, OneVertexOneInstanceDefinition::<Vertex3D, GlyphInstance>>(String::from("simple_text"), self.physical.clone(), self.capabilities.clone());
}
/// A hardcoded list of shaders which can be proloaded from this function

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