getting the canvasframe set up for text

master
mitchellhansen 5 years ago
parent e4a9170515
commit 86eb27f86d

@ -7,6 +7,11 @@ layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color; layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position; layout(location = 2) in vec2 ti_position;
layout(location = 3) in vec2 screen_position;
layout(location = 4) in vec2 atlas_position;
layout(location = 5) in vec2 atlas_size;
layout(location = 6 in float scale;
// These are made up in the shader themselves // These are made up in the shader themselves
layout(location = 0) out vec2 tex_coords; layout(location = 0) out vec2 tex_coords;

@ -51,45 +51,3 @@ impl CanvasImage {
} }
} }
#[derive(Clone)]
pub struct CanvasTextCache {
//pub(crate) handle: Arc<CanvasTextCacheHandle>,
pub(crate) buffer: Arc<CpuAccessibleBuffer<u8>>,
pub(crate) size: (u32, u32),
}
impl CanvasTextCache {
pub fn get_descriptor_set(&self,
pipeline: Arc<dyn GraphicsPipelineAbstract + Sync + Send>,
sampler: Arc<Sampler>) -> Box<dyn DescriptorSet + Send + Sync> {
let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
PersistentDescriptorSet::start(
pipeline.clone(), 0,
)
.add_buffer(self.buffer.clone()).unwrap()
.build().unwrap());
o
}
}
#[derive(Clone)]
pub struct CanvasText {
pub(crate) handle: Arc<CanvasFontHandle>,
pub(crate) buffer: Arc<ImmutableImage<R8Unorm>>,
pub(crate) size: (u32, u32),
}
impl CanvasText {
pub fn get_descriptor_set(&self,
pipeline: Arc<dyn GraphicsPipelineAbstract + Sync + Send>,
sampler: Arc<Sampler>) -> Box<dyn DescriptorSet + Send + Sync> {
let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
PersistentDescriptorSet::start(
pipeline.clone(), 0,
)
.add_sampled_image(self.buffer.clone(), sampler.clone()).unwrap()
.build().unwrap());
o
}
}

@ -2,12 +2,15 @@ use crate::util::vertex_3d::{Vertex3D};
use std::sync::Arc; use std::sync::Arc;
use std::collections::HashMap; use std::collections::HashMap;
use crate::canvas::canvas_state::{Drawable, CanvasTextureHandle, CanvasImageHandle}; use crate::canvas::canvas_state::{Drawable, CanvasTextureHandle, CanvasImageHandle};
use crate::canvas::canvas_text::CanvasFontHandle;
use crate::canvas::shader::text_shader::GlyphInstance;
/// ///
pub struct CanvasFrame { pub struct CanvasFrame {
pub colored_drawables: Vec<Vertex3D>, pub colored_drawables: Vec<Vertex3D>,
pub textured_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<Vertex3D>>>, pub textured_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<Vertex3D>>>,
pub image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>, pub image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>,
pub text_drawables: HashMap<Arc<CanvasFontHandle>, Vec<GlyphInstance>>
} }
impl CanvasFrame { impl CanvasFrame {
@ -18,9 +21,12 @@ impl CanvasFrame {
colored_drawables: vec![], colored_drawables: vec![],
textured_drawables: Default::default(), textured_drawables: Default::default(),
image_drawables: Default::default(), image_drawables: Default::default(),
text_drawables: Default::default()
} }
} }
// TODO: Fix this for text and fonts
/// Accumulates the drawables collected Vertex2D's /// Accumulates the drawables collected Vertex2D's
pub fn draw(&mut self, drawable: &dyn Drawable) { pub fn draw(&mut self, drawable: &dyn Drawable) {
match drawable.get_texture_handle() { match drawable.get_texture_handle() {

@ -29,6 +29,7 @@ use crate::canvas::shader::common::{CompiledGraphicsPipeline, CompiledGraphicsPi
use crate::canvas::shader::generic_shader::GenericShader; use crate::canvas::shader::generic_shader::GenericShader;
use vulkano::memory::pool::PotentialDedicatedAllocation::Generic; use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
use rusttype::Glyph; use rusttype::Glyph;
use std::borrow::Borrow;
/// A drawable object can be passed into a CanvasFrame to be rendered /// A drawable object can be passed into a CanvasFrame to be rendered
/// Very generic implementation. (N % 2 == 0) vertices, ditto for texture coords, and rgba color /// Very generic implementation. (N % 2 == 0) vertices, ditto for texture coords, and rgba color
@ -80,23 +81,22 @@ pub struct CanvasState {
image_buffers: Vec<Arc<CanvasImage>>, image_buffers: Vec<Arc<CanvasImage>>,
texture_buffers: Vec<Arc<CanvasTexture>>, texture_buffers: Vec<Arc<CanvasTexture>>,
shader_buffers: Vec<Arc<Box<dyn CompiledGraphicsPipeline>>>, shader_buffers: Vec<Arc<Box<dyn CompiledGraphicsPipeline>>>,
text_buffers: Vec<Arc<(CanvasText, CanvasTextCache)>>,
//
text_buffers: Vec<Arc<CanvasText>>,
// Hold onto the vertices we get from the Compu and Canvas Frames // Hold onto the vertices we get from the Compu and Canvas Frames
// When the run comes around, push the vertices to the GPU // When the run comes around, push the vertices to the GPU
colored_drawables: Vec<Vertex3D>,
colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>, colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
textured_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<Vertex3D>>>,
textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>, textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>,
image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>, image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
// So what exactly is this going to hold? // So what exactly is this going to hold?
// Its going to be untextured. Colored. Lists of vertices. // Its going to be untextured. Colored. Lists of vertices.
text_drawables: HashMap<Arc<CanvasFontHandle>, Vec<(Vertex3D)>>, text_instances: HashMap<Arc<CanvasFontHandle>, Vec<(Vertex3D, )>>,
text_vertex_buffer: HashMap<Arc<CanvasFontHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>, text_atlas_buffer: HashMap<Arc<CanvasFontHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
// Looks like we gotta hold onto the queue for managing textures // Looks like we gotta hold onto the queue for managing textures
queue: Arc<Queue>, queue: Arc<Queue>,
@ -211,8 +211,8 @@ impl CanvasState {
textured_vertex_buffer: Default::default(), textured_vertex_buffer: Default::default(),
image_drawables: Default::default(), image_drawables: Default::default(),
image_vertex_buffer: Default::default(), image_vertex_buffer: Default::default(),
text_drawables: HashMap::default(), text_instances: HashMap::default(),
text_vertex_buffer: Default::default(), text_atlas_buffer: Default::default(),
queue: queue.clone(), queue: queue.clone(),
device: device.clone(), device: device.clone(),
@ -257,7 +257,6 @@ impl CanvasState {
handle handle
} }
/// Using the dimensions and suggested usage, load a CanvasImage and return it's handle /// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<CanvasImageHandle> { pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<CanvasImageHandle> {
let handle = Arc::new(CanvasImageHandle { handle: self.image_buffers.len() as u32 }); let handle = Arc::new(CanvasImageHandle { handle: self.image_buffers.len() as u32 });
@ -404,22 +403,17 @@ impl CanvasState {
/// Scrape all the values from the CanvasFrame and then allocate the vertex buffers /// Scrape all the values from the CanvasFrame and then allocate the vertex buffers
pub fn draw(&mut self, canvas_frame: CanvasFrame) { pub fn draw(&mut self, canvas_frame: CanvasFrame) {
self.textured_drawables = canvas_frame.textured_drawables; let textured_drawables = canvas_frame.textured_drawables;
self.colored_drawables = canvas_frame.colored_drawables; let colored_drawables = canvas_frame.colored_drawables;
self.image_drawables = canvas_frame.image_drawables; let image_drawables = canvas_frame.image_drawables;
let text_drawables = canvas_frame.text_drawables;
self.allocate_vertex_buffers();
}
/// draw(canvas_fame) stored all the intermediate information, this function
/// allocates the vertex buffers using that information
fn allocate_vertex_buffers(&mut self) {
self.colored_vertex_buffer.clear(); self.colored_vertex_buffer.clear();
{ {
let g = hprof::enter("Colored Vertex Buffer"); let g = hprof::enter("Colored Vertex Buffer");
self.colored_vertex_buffer.push( self.colored_vertex_buffer.push(
ImmutableBuffer::from_iter( ImmutableBuffer::from_iter(
self.colored_drawables.iter().cloned(), colored_drawables.iter().cloned(),
BufferUsage::vertex_buffer(), BufferUsage::vertex_buffer(),
self.queue.clone(), self.queue.clone(),
).unwrap().0 ).unwrap().0
@ -467,6 +461,27 @@ impl CanvasState {
); );
} }
} }
self.text_instances.clear();
{
let g = hprof::enter("Text Instance Vertex Buffer");
for (k, v) in self.text_.drain() {
let vertex_buffer = v.clone().iter()
.fold(Vec::new(), |mut a: Vec<Vertex3D>, b| {
a.extend(b);
a
});
self.image_vertex_buffer.insert(
k.clone(),
ImmutableBuffer::from_iter(
vertex_buffer.iter().cloned(),
BufferUsage::vertex_buffer(),
self.queue.clone(),
).unwrap().0,
);
}
}
} }
/// Builds the descriptor set for solid colors using the input kernel (needs to support solid colors) /// Builds the descriptor set for solid colors using the input kernel (needs to support solid colors)
@ -565,25 +580,30 @@ impl CanvasState {
} }
// Text // Text
// let mut shader = self.text_buffers.get( let mut shader = self.text_buffers.get(
// self.get_shader_handle(String::from("simple_text")) self.get_shader_handle(String::from("simple_text"))
// .unwrap().clone().handle as usize .unwrap().clone().handle as usize
// ).unwrap(); ).unwrap();
// if !self.text_vertex_buffer.is_empty() {
// for (text_handle, vertex_buffer) in self.text_vertex_buffer.clone() { //
// let handle = text_handle.clone().handle as usize;
// let descriptor_set = self.text_buffers.get(handle).clone().unwrap().clone() if !self.text_atlas_buffer.is_empty() {
// .get_descriptor_set(shader.get_pipeline(), self.sampler.clone()); for (text_handle, vertex_buffer) in self.text_atlas_buffer.clone() {
// let handle = text_handle.clone().handle as usize;
// command_buffer = command_buffer.draw( let descriptor_set = self.text_buffers.get(handle).clone().unwrap().clone()
// shader.get_pipeline().clone(), .get_descriptor_set(shader.get_pipeline(), self.sampler.clone());
// // Multiple vertex buffers must have their definition in the pipeline! let instance_data = self.text_instances.get(text_handle.borrow()).unwrap();
// &self.dynamic_state.clone(), vec![vertex_buffer],
// vec![descriptor_set], (), command_buffer = command_buffer.draw(
// ).unwrap(); shader.get_pipeline().clone(),
// } // Multiple vertex buffers must have their definition in the pipeline!
// } &self.dynamic_state.clone(),
(vec![vertex_buffer],vec![]),
vec![descriptor_set], (),
).unwrap();
}
}
command_buffer command_buffer
.end_render_pass() .end_render_pass()

@ -11,11 +11,20 @@ use shade_runner::{Input, Output, Layout, Entry};
use std::ffi::CStr; use std::ffi::CStr;
use std::marker::PhantomData; use std::marker::PhantomData;
use vulkano::pipeline::depth_stencil::{DepthStencil, Compare, DepthBounds, Stencil, StencilOp}; use vulkano::pipeline::depth_stencil::{DepthStencil, Compare, DepthBounds, Stencil, StencilOp};
use vulkano::pipeline::vertex::SingleBufferDefinition; use vulkano::pipeline::vertex::{SingleBufferDefinition, OneVertexOneInstanceDefinition};
use crate::util::vertex_3d::Vertex3D; use crate::util::vertex_3d::Vertex3D;
use crate::canvas::shader::generic_shader::GenericShader; use crate::canvas::shader::generic_shader::GenericShader;
use shade_runner as sr; use shade_runner as sr;
#[derive(Default, Debug, Clone, Copy)]
pub struct GlyphInstance {
screen_position: (f32, f32),
atlas_position: (f32, f32),
atlas_size: (f32, f32),
scale: f32,
}
vulkano::impl_vertex!(GlyphInstance, screen_position, atlas_position, atlas_size, scale);
/// CanvasShader holds the pipeline and render pass for the input shader source /// CanvasShader holds the pipeline and render pass for the input shader source
#[derive(Clone)] #[derive(Clone)]
pub struct TextShader { pub struct TextShader {
@ -99,7 +108,7 @@ impl CompiledGraphicsPipeline for TextShader {
graphics_pipeline: graphics_pipeline:
Some(Arc::new(GraphicsPipeline::start() Some(Arc::new(GraphicsPipeline::start()
.vertex_input(SingleBufferDefinition::<Vertex3D>::new()) .vertex_input(OneVertexOneInstanceDefinition::<Vertex3D, GlyphInstance>::new())
.vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants { .vertex_shader(vertex_entry_point.clone(), ShaderSpecializationConstants {
first_constant: 0, first_constant: 0,

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