parent
88b078d1ff
commit
8a83a1f12a
@ -0,0 +1,493 @@
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use crate::util::vertex_2d::{Vertex2D};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use std::collections::HashMap;
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use vulkano::buffer::{BufferAccess, BufferUsage, ImmutableBuffer, CpuAccessibleBuffer};
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use std::sync::Arc;
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use vulkano::format::{ClearValue, Format};
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use vulkano::framebuffer::{FramebufferAbstract, Framebuffer};
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use vulkano::device::{Device, Queue};
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use vulkano::instance::PhysicalDevice;
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use vulkano::image::immutable::ImmutableImage;
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use vulkano::image::{Dimensions, ImageAccess, ImageDimensions, SwapchainImage, ImageUsage, AttachmentImage};
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use vulkano::sampler::{Sampler, SamplerAddressMode, MipmapMode, Filter};
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use vulkano::descriptor::DescriptorSet;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use std::path::PathBuf;
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use image::GenericImageView;
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use std::iter::FromIterator;
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use vulkano::swapchain::Capabilities;
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use winit::Window;
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use vulkano::pipeline::viewport::Viewport;
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use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
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use crate::canvas::canvas_frame::CanvasFrame;
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use std::hash::Hash;
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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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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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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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*/
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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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pub trait Vertex {
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fn position(&self) -> (f32, f32) {
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(0.0, 0.0)
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}
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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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}
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}
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impl Vertex for ColoredVertex2D {
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fn position(&self) -> (f32, f32) {
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(0.0, 0.0)
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}
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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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}
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}
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pub trait Drawable {
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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_texture_handle(&self) -> Option<Arc<CanvasTextureHandle>>;
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fn get_image_handle(&self) -> Option<Arc<CanvasImageHandle>>;
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}
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// Need three types of shaders. Solid, Textured, Image
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#[derive(PartialEq, Eq, Hash, Clone)]
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pub enum ShaderType {
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SOLID = 0,
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TEXTURED = 1,
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IMAGE = 2,
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}
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasTextureHandle {
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pub handle: u32
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}
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasImageHandle {
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pub handle: u32
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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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pub struct CanvasTexture {
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handle: Arc<CanvasTextureHandle>,
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buffer: Arc<ImmutableImage<Format>>,
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name: String,
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size: (u32, u32),
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}
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impl CanvasTexture {
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fn get_descriptor_set(&self,
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shader: Arc<CanvasShader>,
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sampler: Arc<Sampler>) -> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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shader.clone().get_pipeline().clone(), 0,
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)
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.add_sampled_image(self.buffer.clone(), sampler.clone()).unwrap()
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.build().unwrap());
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o
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}
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}
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#[derive(Clone)]
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pub struct CanvasImage {
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handle: Arc<CanvasImageHandle>,
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buffer: Arc<AttachmentImage>,
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size: (u32, u32),
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}
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impl CanvasImage {
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fn get_descriptor_set(&mut self, shader: Arc<CanvasShader>)
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-> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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shader.clone().get_pipeline().clone(), 0,
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)
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.add_image(self.buffer.clone()).unwrap()
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.build().unwrap());
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o
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}
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}
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#[derive(Clone)]
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pub struct CanvasState {
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dynamic_state: DynamicState,
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sampler: Arc<Sampler>,
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// hold the image, texture, and shader buffers the same was as we do CompuState
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image_buffers: Vec<Arc<CanvasImage>>,
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texture_buffers: Vec<Arc<CanvasTexture>>,
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shader_buffers: HashMap<String, Arc<CanvasShader>>,
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// Hold onto the vertices we get from the Compu and Canvas Frames
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// When the run comes around, push the vertices to the GPU
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colored_drawables: Vec<ColoredVertex2D>,
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colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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textured_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<Vertex2D>>>,
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textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex2D>>>,
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image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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// Looks like we gotta hold onto the queue for managing textures
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queue: Arc<Queue>,
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device: Arc<Device>,
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}
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impl CanvasState {
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// This method is called once during initialization, then again whenever the window is resized
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pub fn window_size_dependent_setup(&mut self, images: &[Arc<SwapchainImage<Window>>])
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-> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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self.dynamic_state.viewports =
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Some(vec![Viewport {
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origin: [0.0, 0.0],
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dimensions: [dimensions.width() as f32, dimensions.height() as f32],
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depth_range: 0.0..1.0,
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}]);
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images.iter().map(|image| {
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Arc::new(
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Framebuffer::start(self.shader_buffers.get("color-passthrough").unwrap().render_pass.clone())
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.add(image.clone()).unwrap()
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.build().unwrap()
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) as Arc<dyn FramebufferAbstract + Send + Sync>
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}).collect::<Vec<_>>()
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}
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// needs to take in the texture list
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pub fn new(queue: Arc<Queue>,
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device: Arc<Device>,
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physical: PhysicalDevice,
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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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dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None, compare_mask: None, write_mask: None, reference: None },
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sampler: Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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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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texture_buffers: 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_vertex_buffer: vec![],
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textured_drawables: HashMap::default(),
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textured_vertex_buffer: Default::default(),
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image_drawables: Default::default(),
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image_vertex_buffer: Default::default(),
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queue: queue.clone(),
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device: device.clone(),
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}
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}
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pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<CanvasImageHandle> {
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let handle = Arc::new(CanvasImageHandle { handle: self.image_buffers.len() as u32});
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let image = CanvasImage {
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handle: handle.clone(),
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buffer: AttachmentImage::with_usage(
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self.device.clone(),
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[dimensions.0, dimensions.1],
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Format::R8G8B8A8Uint,
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usage).unwrap(),
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size: dimensions,
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};
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self.image_buffers.push(Arc::new(image));
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handle
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}
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pub fn get_image(&self, image_handle: Arc<CanvasImageHandle>) -> Arc<AttachmentImage> {
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self.image_buffers.get((*image_handle).clone().handle as usize).unwrap()
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.clone().buffer.clone()
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}
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// TODO Handle file not found gracefully
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fn get_texture_from_file(&self, image_filename: String) -> Arc<ImmutableImage<Format>> {
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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let mut compute_path = project_root.clone();
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compute_path.push(PathBuf::from("resources/images/"));
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compute_path.push(PathBuf::from(image_filename));
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let img = image::open(compute_path).expect("Couldn't find image");
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let xy = img.dimensions();
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let data_length = xy.0 * xy.1 * 4;
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let pixel_count = img.raw_pixels().len();
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let mut image_buffer = Vec::new();
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if pixel_count != data_length as usize {
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println!("Creating apha channel...");
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for i in img.raw_pixels().iter() {
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if (image_buffer.len() + 1) % 4 == 0 {
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image_buffer.push(255);
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}
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image_buffer.push(*i);
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}
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image_buffer.push(255);
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} else {
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image_buffer = img.raw_pixels();
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}
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let (texture, tex_future) = ImmutableImage::from_iter(
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image_buffer.iter().cloned(),
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Dimensions::Dim2d { width: xy.0, height: xy.1 },
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Format::R8G8B8A8Srgb,
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self.queue.clone(),
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).unwrap();
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texture
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}
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pub fn load_texture(&mut self, filename: String) -> Option<Arc<CanvasTextureHandle>> {
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let texture_buffer = self.get_texture_from_file(filename.clone());
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let handle = Arc::new(CanvasTextureHandle {
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handle: self.texture_buffers.len() as u32
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});
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let texture = Arc::new(CanvasTexture {
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handle: handle.clone(),
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buffer: self.get_texture_from_file(filename.clone()),
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name: filename.clone(),
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size: (0, 0),
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});
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self.texture_buffers.push(texture);
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Some(handle)
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}
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pub fn get_texture_handle(&self, texture_name: String)
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-> Option<Arc<CanvasTextureHandle>> {
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for i in self.texture_buffers.clone() {
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if i.name == texture_name {
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return Some(i.handle.clone());
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}
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}
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None
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}
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pub fn get_texture(&self, texture_handle: Arc<CanvasTextureHandle>)
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-> Arc<ImmutableImage<Format>> {
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let handle = texture_handle.handle as usize;
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if let Some(i) = self.texture_buffers.get(handle) {
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return i.clone().buffer.clone();
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} else {
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panic!("{} : Texture not loaded", handle);
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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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pub fn draw(&mut self, canvas_frame: CanvasFrame) {
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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.image_drawables = canvas_frame.image_drawables;
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self.allocate_vertex_buffers(self.device.clone());
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}
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fn allocate_vertex_buffers(&mut self, device: Arc<Device>) {
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self.colored_vertex_buffer.clear();
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self.textured_vertex_buffer.clear();
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self.image_vertex_buffer.clear();
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//TODO should probably use cpu accessible buffer instead of recreating immutes each frame
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/*
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CpuAccessibleBuffer::from_iter(
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device.clone(),
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BufferUsage::vertex_buffer(),
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self.colored_drawables.iter().cloned(),
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).unwrap().0;
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*/
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self.colored_vertex_buffer.push(
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ImmutableBuffer::from_iter(
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self.colored_drawables.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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for (k, v) in self.textured_drawables.drain() {
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self.textured_vertex_buffer.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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// TODO: bad bad bad adbadbadbab
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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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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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PersistentDescriptorSet::start(
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kernel.clone().get_pipeline().clone(), 0,
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).build().unwrap());
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o
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}
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pub fn draw_commands(&self,
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mut command_buffer: AutoCommandBufferBuilder,
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framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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image_num: usize) -> AutoCommandBufferBuilder {
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// Specify the color to clear the framebuffer with i.e. blue
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let clear_values = vec!(ClearValue::Float([0.0, 0.0, 1.0, 1.0]));
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let mut command_buffer = command_buffer.begin_render_pass(
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framebuffers[image_num].clone(), false, clear_values.clone(),
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).unwrap();
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// Solid colors
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let mut shader = self.shader_buffers.get("color-passthrough").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(),
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self.colored_vertex_buffer.clone(),
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(), (),
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).unwrap();
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// Images
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let mut shader = self.shader_buffers.get("simple_texture").unwrap().clone();
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let handle = self.get_texture_handle(String::from("funky-bird.jpg")).unwrap().clone();
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// TODO: bad bad bad
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// Only uses the first texture
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let descriptor_set = self.texture_buffers.first().clone().unwrap().clone()
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.get_descriptor_set(shader.clone(), self.sampler.clone());
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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], ()
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).unwrap();
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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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command_buffer = command_buffer.draw(
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kernel.clone().get_pipeline().clone(),
|
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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"))], ()
|
||||
).unwrap();
|
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}
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ShaderType::IMAGE => {}
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}
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}*/
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|
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command_buffer
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.end_render_pass()
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.unwrap()
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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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|
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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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|
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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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|
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|
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|
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|
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|
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|
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|
Loading…
Reference in new issue