diff --git a/resources/shaders/color-passthrough.vertex b/resources/shaders/color-passthrough.vertex index ed3b6541..bdc2ca9e 100644 --- a/resources/shaders/color-passthrough.vertex +++ b/resources/shaders/color-passthrough.vertex @@ -1,15 +1,16 @@ #version 450 // These come in from the vertex definition -layout(location = 0) in vec2 position; +layout(location = 0) in vec2 v_position; layout(location = 1) in vec4 color; +layout(location = 2) in vec2 ti_position; // These are made up in the shader themselves layout(location = 0) out vec4 out_color; void main() { out_color = color; - gl_Position = vec4(position, 0.0, 1.0); + gl_Position = vec4(v_position, 0.0, 1.0); } diff --git a/resources/shaders/simple-edge.compute b/resources/shaders/simple-edge.compute index c62af7f1..36ce1507 100644 --- a/resources/shaders/simple-edge.compute +++ b/resources/shaders/simple-edge.compute @@ -36,35 +36,35 @@ void main() { uint idx = get_idx(0,0); ivec4 p = separate(read_buffer.buf[get_idx(0 , 0)]); - ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]); - ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]); - ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]); - ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]); - ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]); - ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]); - ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]); - ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]); - - ivec3 d0 = abs(p0.xyz - p1.xyz); - ivec3 d1 = abs(p2.xyz - p3.xyz); - ivec3 d2 = abs(p4.xyz - p5.xyz); - ivec3 d3 = abs(p6.xyz - p7.xyz); - - ivec3 m = max(max(max(d0, d1), d2), d3); - - if ((m.x + m.y + m.z) > 200){ - p.x = 0; - p.y = 0; - p.z = 255; - } - else { - //p.w = 125; - } - -// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x); -// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8); -// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16); -// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24); +// ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]); +// ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]); +// ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]); +// ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]); +// ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]); +// ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]); +// ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]); +// ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]); +// +// ivec3 d0 = abs(p0.xyz - p1.xyz); +// ivec3 d1 = abs(p2.xyz - p3.xyz); +// ivec3 d2 = abs(p4.xyz - p5.xyz); +// ivec3 d3 = abs(p6.xyz - p7.xyz); +// +// ivec3 m = max(max(max(d0, d1), d2), d3); +// +// if ((m.x + m.y + m.z) > 200){ +// p.x = 0; +// p.y = 0; +// p.z = 255; +// } +// else { +// //p.w = 125; +// } + + write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x); + write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8); + write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16); + write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24); } diff --git a/resources/shaders/simple_image.fragment b/resources/shaders/simple_image.fragment index 0f84178f..6289ade6 100644 --- a/resources/shaders/simple_image.fragment +++ b/resources/shaders/simple_image.fragment @@ -2,7 +2,7 @@ // SIMPLE TEXTURE : FRAGMENT SHADER // These come in from the previous shader (vertex) -layout(location = 0) in vec2 img_coords; +layout(location = 0) in vec2 position; // This goes out to the bound image in window_size_dependent setup layout(location = 0) out vec4 f_color; @@ -15,8 +15,9 @@ void main() { ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y); - f_color = imageLoad(img, ivec2(pos)) / (255.0); + f_color = imageLoad(img, ivec2(position)) / (255.0); float gamma = 0.5; f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma)); + } \ No newline at end of file diff --git a/resources/shaders/simple_image.vertex b/resources/shaders/simple_image.vertex index 4135665c..2dd7081e 100644 --- a/resources/shaders/simple_image.vertex +++ b/resources/shaders/simple_image.vertex @@ -2,15 +2,17 @@ // SIMPLE IMAGE : VERTEX SHADER // These come in from the vertex definition -layout(location = 0) in vec2 position; +layout(location = 0) in vec2 v_position; +layout(location = 1) in vec4 color; +layout(location = 2) in vec2 ti_position; // These are made up in the shader themselves layout(location = 0) out vec2 img_coords; void main() { - gl_Position = vec4(position, 0.0, 1.0); - img_coords = position; + gl_Position = vec4(v_position, 0.0, 1.0); + img_coords = ti_position; } diff --git a/resources/shaders/simple_texture.fragment b/resources/shaders/simple_texture.fragment index ee552946..68878d82 100644 --- a/resources/shaders/simple_texture.fragment +++ b/resources/shaders/simple_texture.fragment @@ -2,7 +2,7 @@ // SIMPLE TEXTURE : FRAGMENT SHADER // These come in from the previous shader (vertex) -layout(location = 0) in vec2 tex_coords; +layout(location = 0) in vec2 texture_position; // This goes out to the bound image in window_size_dependent setup layout(location = 0) out vec4 f_color; @@ -13,14 +13,9 @@ layout(set = 0, binding = 0) uniform sampler2D tex; void main() { - ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y); + ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y); -// f_color = imageLoad(img, ivec2(pos)) / (255.0); -// -// float gamma = 0.5; -// f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma)); - - f_color = texture(tex, tex_coords); - float gamma = 0.5; - f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma)); + f_color = texture(tex, texture_position); + float gamma = 0.5; + f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma)); } \ No newline at end of file diff --git a/resources/shaders/simple_texture.vertex b/resources/shaders/simple_texture.vertex index 10862635..15511f39 100644 --- a/resources/shaders/simple_texture.vertex +++ b/resources/shaders/simple_texture.vertex @@ -3,16 +3,17 @@ // These come in from the vertex definition // TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches -layout(location = 0) in vec2 position; +layout(location = 0) in vec2 v_position; +layout(location = 1) in vec4 color; +layout(location = 2) in vec2 ti_position; // These are made up in the shader themselves layout(location = 0) out vec2 tex_coords; void main() { - - gl_Position = vec4(position, 0.0, 1.0); - tex_coords = position; + gl_Position = vec4(v_position, 0.0, 1.0); + tex_coords = ti_position; } diff --git a/src/canvas.rs b/src/canvas.rs index 69a2f8b6..6a52ae64 100644 --- a/src/canvas.rs +++ b/src/canvas.rs @@ -1,4 +1,4 @@ -use crate::vertex_2d::{ColoredVertex2D, Vertex2D}; +use crate::vertex_2d::{Vertex2D}; use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState}; use std::collections::HashMap; use vulkano::buffer::{BufferAccess, BufferUsage, ImmutableBuffer, CpuAccessibleBuffer}; @@ -24,33 +24,24 @@ use std::hash::Hash; use crate::canvas_shader::{CanvasShader, CanvasShaderHandle}; use crate::canvas_buffer::{CanvasImage, CanvasTexture}; -/// Vertex trait for Drawable Vertices. -pub trait Vertex { - fn position(&self) -> (f32, f32) { - (0.0, 0.0) - } - fn color(&self) -> Option<(f32, f32, f32, f32)> { - Some((0., 0., 0., 0.)) - } -} - -impl Vertex for ColoredVertex2D { - fn position(&self) -> (f32, f32) { - (0.0, 0.0) - } - - fn color(&self) -> Option<(f32, f32, f32, f32)> { - Some((0., 0., 0., 0.)) - } -} - /// A drawable object can be passed into a CanvasFrame to be rendered /// Allows Texture or Image drawing via their handles pub trait Drawable { fn get_vertices(&self) -> Vec<(f32, f32)>; fn get_color(&self) -> (f32, f32, f32, f32); + fn get_ti_coords(&self) -> Vec<(f32, f32)>; fn get_texture_handle(&self) -> Option>; fn get_image_handle(&self) -> Option>; + + fn collect(&self) -> Vec { + let color = self.get_color(); + self.get_vertices().iter().zip(self.get_ti_coords().iter()).map(|(a,b)| + Vertex2D{ + v_position: [a.0, a.1], + color: [color.0, color.1, color.2, color.3], + ti_position: [b.0, b.1], + }).collect() + } } /// Legacy ShaderType enum for single type shaders. @@ -90,7 +81,7 @@ pub struct CanvasState { // Hold onto the vertices we get from the Compu and Canvas Frames // When the run comes around, push the vertices to the GPU - colored_drawables: Vec, + colored_drawables: Vec, colored_vertex_buffer: Vec>, textured_drawables: HashMap, Vec>>, @@ -173,8 +164,10 @@ impl CanvasState { CanvasState { dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None }, - sampler: Sampler::new(device.clone(), Filter::Linear, Filter::Linear, - MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat, + sampler: Sampler::new(device.clone(), + Filter::Linear, Filter::Linear, + MipmapMode::Nearest, + SamplerAddressMode::Repeat, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(), image_buffers: vec![], texture_buffers: vec![], @@ -295,7 +288,7 @@ impl CanvasState { let shader = match shader_type { ShaderType::SOLID => { - Arc::new(CanvasShader::new_colored( + Arc::new(CanvasShader::new( filename.clone(), capabilities.clone(), self.queue.clone(), @@ -306,7 +299,7 @@ impl CanvasState { ) } ShaderType::IMAGE | ShaderType::TEXTURED => { - Arc::new(CanvasShader::new_textured( + Arc::new(CanvasShader::new( filename.clone(), capabilities.clone(), self.queue.clone(), diff --git a/src/canvas_frame.rs b/src/canvas_frame.rs index 2bcf9635..77b6e3b2 100644 --- a/src/canvas_frame.rs +++ b/src/canvas_frame.rs @@ -1,10 +1,10 @@ -use crate::vertex_2d::{ColoredVertex2D, Vertex2D}; +use crate::vertex_2d::{Vertex2D}; use std::sync::Arc; use std::collections::HashMap; use crate::canvas::{Drawable, CanvasTextureHandle, CanvasImageHandle}; pub struct CanvasFrame { - pub colored_drawables: Vec, + pub colored_drawables: Vec, pub textured_drawables: HashMap, Vec>>, pub image_drawables: HashMap, Vec>>, } @@ -25,11 +25,7 @@ impl CanvasFrame { self.textured_drawables .entry(handle.clone()) .or_insert(Vec::new()) - .push(drawable.get_vertices().iter().map(|n| - Vertex2D { - position: [n.0, n.1], - } - ).collect::>()); + .push(drawable.collect()); } None => { match drawable.get_image_handle() { @@ -37,23 +33,10 @@ impl CanvasFrame { self.image_drawables .entry(handle.clone()) .or_insert(Vec::new()) - .push(drawable.get_vertices().iter().map(|n| - Vertex2D { - position: [n.0, n.1], - } - ).collect()); + .push(drawable.collect()); } None => { - let colors = drawable.get_color(); - - self.colored_drawables.extend( - drawable.get_vertices().iter().map(|n| - ColoredVertex2D { - position: [n.0, n.1], - color: [colors.0, colors.1, colors.2, colors.3], - } - ) - ); + self.colored_drawables.extend(drawable.collect()); } } } diff --git a/src/canvas_shader.rs b/src/canvas_shader.rs index a266dd8d..b7acf51b 100644 --- a/src/canvas_shader.rs +++ b/src/canvas_shader.rs @@ -8,7 +8,7 @@ use shade_runner as sr; use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract}; use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry}; use vulkano::swapchain::Capabilities; -use crate::vertex_2d::{ColoredVertex2D, Vertex2D}; +use crate::vertex_2d::Vertex2D; /// Typed wrapper for a u32 shader handle (index id) #[derive(Clone, Debug, Default, PartialEq, Eq, Hash)] @@ -54,130 +54,9 @@ impl CanvasShader { self.graphics_pipeline.clone().unwrap() } - /// Create a new `Colored` shader. Which just means that it uses ColoredVertex2D's + /// Create a new shader. /// This will explode when the shader does not want to compile - pub fn new_colored(filename: String, - capabilities: Capabilities, - queue: Arc, - physical: PhysicalDevice, - device: Arc, - handle: Arc, - render_pass: Arc,) -> CanvasShader { - - let format = capabilities.supported_formats[0].0; - - let filenames = CanvasShader::get_path(filename.clone()); - - // TODO: better compile message, run til successful compile - let shader = sr::load(filenames.0, filenames.1) - .expect("Shader didn't compile"); - - let vulkano_entry = - sr::parse(&shader) - .expect("failed to parse"); - - let fragment_shader_module: Arc = unsafe { - let filenames1 = CanvasShader::get_path(filename.clone()); - let shader1 = sr::load(filenames1.0, filenames1.1) - .expect("Shader didn't compile"); - vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader1.fragment.clone()) - }.unwrap(); - - let vertex_shader_module: Arc = unsafe { - let filenames1 = CanvasShader::get_path(filename.clone()); - let shader1 = sr::load(filenames1.0, filenames1.1) - .expect("Shader didn't compile"); - vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader1.vertex.clone()) - }.unwrap(); - - let filenames = CanvasShader::get_path(filename.clone()); - - - let frag_entry_point = unsafe { - Some(fragment_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"), - vulkano_entry.frag_input, - vulkano_entry.frag_output, - vulkano_entry.frag_layout, - GraphicsShaderType::Fragment)) - }; - - let vertex_entry_point = unsafe { - Some(vertex_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"), - vulkano_entry.vert_input, - vulkano_entry.vert_output, - vulkano_entry.vert_layout, - GraphicsShaderType::Vertex)) - }; - - - let render_pass = Arc::new(vulkano::single_pass_renderpass!( - device.clone(), - - // Attachments are outgoing like f_color - attachments: { - // `color` is a custom name we give to the first and only attachment. - color: { - // `load: Clear` means that we ask the GPU to clear the content of this - // attachment at the start of the drawing. - load: Clear, - // `store: Store` means that we ask the GPU to store the output of the draw - // in the actual image. We could also ask it to discard the result. - store: Store, - // `format: ` indicates the type of the format of the image. This has to - // be one of the types of the `vulkano::format` module (or alternatively one - // of your structs that implements the `FormatDesc` trait). Here we use the - // same format as the swapchain. - format: format, - // TODO: - samples: 1, - } - }, - pass: { - // We use the attachment named `color` as the one and only color attachment. - color: [color], - //color: [], - // No depth-stencil attachment is indicated with empty brackets. - depth_stencil: {} - } - ).unwrap()); - - - CanvasShader { - graphics_pipeline: Some(Arc::new(GraphicsPipeline::start() - - .vertex_input_single_buffer::() - - .vertex_shader(vertex_entry_point.clone().unwrap(), ShaderSpecializationConstants { - first_constant: 0, - second_constant: 0, - third_constant: 0.0, - }) - - .triangle_list() - // Use a resizable viewport set to draw over the entire window - .viewports_dynamic_scissors_irrelevant(1) - - .fragment_shader(frag_entry_point.clone().unwrap(), ShaderSpecializationConstants { - first_constant: 0, - second_constant: 0, - third_constant: 0.0, - }) - // We have to indicate which subpass of which render pass this pipeline is going to be used - // in. The pipeline will only be usable from this particular subpass. - .render_pass(Subpass::from(render_pass.clone(), 0).unwrap()) - - .build(device.clone()) - .unwrap())), - - device: device, - handle: handle.clone(), - name: filename.clone(), - } - } - - /// Create a new `Textured` shader. Which just means that it uses plain Vertex2D's - /// This will explode when the shader does not want to compile - pub fn new_textured(filename: String, + pub fn new(filename: String, capabilities: Capabilities, queue: Arc, physical: PhysicalDevice, diff --git a/src/compu_sprite.rs b/src/compu_sprite.rs index a8190b48..da4d97c3 100644 --- a/src/compu_sprite.rs +++ b/src/compu_sprite.rs @@ -2,7 +2,9 @@ use crate::canvas::{CanvasImageHandle, Drawable, CanvasTextureHandle}; use std::sync::Arc; pub struct CompuSprite { - vertices: [(f32, f32); 6], + pub vertices: [(f32, f32); 6], + pub ti_position: [(f32, f32); 6], + position: (f32, f32), size: (f32, f32), color: (f32, f32, f32, f32), @@ -12,19 +14,27 @@ pub struct CompuSprite { impl CompuSprite { pub fn new(position: (f32, f32), size: (f32, f32), + image_size: (f32, f32), image_handle: Arc) -> CompuSprite { - let fsize = (size.0 as f32, size.1 as f32); CompuSprite { vertices: [ (position.0, position.1), // top left - (position.0, position.1 + fsize.1), // bottom left - (position.0 + fsize.0, position.1 + fsize.1), // bottom right + (position.0, position.1 + size.1), // bottom left + (position.0 + size.0, position.1 + size.1), // bottom right (position.0, position.1), // top left - (position.0 + fsize.0, position.1 + fsize.1), // bottom right - (position.0 + fsize.0, position.1), // top right + (position.0 + size.0, position.1 + size.1), // bottom right + (position.0 + size.0, position.1), // top right ], + ti_position: [ + (0.0 , 0.0 ), // top left + (0.0 , image_size.1), // bottom left + (image_size.0, image_size.1), // bottom right + (0.0 , 0.0 ), // top left + (image_size.0, image_size.1), // bottom right + (image_size.0, 0.0 ), // top right + ], position: position, size: size, color: (0.0, 0.0, 0.0, 0.0), @@ -42,6 +52,10 @@ impl Drawable for CompuSprite { self.color } + fn get_ti_coords(&self) -> Vec<(f32, f32)> { + self.ti_position.to_vec() + } + fn get_texture_handle(&self) -> Option> { None } diff --git a/src/main.rs b/src/main.rs index 51387159..626c82b6 100644 --- a/src/main.rs +++ b/src/main.rs @@ -99,11 +99,11 @@ pub fn main() { let sprite = Sprite::new_with_color((0., 0.), (0.1, 0.1), (1., 0., 0., 1.)); let sprite2 = Sprite::new_with_color((-0.3, -0.5), (0.1, 0.1), (0., 1., 0., 1.)); - let compu_sprite1 = CompuSprite::new((-1., -0.5), (0.4, 0.4), + let compu_sprite1 = CompuSprite::new((-1., -0.5), (1.0, 1.0), (400.0, 400.0), // This swap image needs to match the size of the compute - processor.new_swap_image((720, 756))); + processor.new_swap_image((400, 400))); - let image_data = load_raw(String::from("funky-bird.jpg")); + let image_data = load_raw(String::from("test2.png")); let compute_buffer = processor.new_compute_buffer(image_data.0, image_data.1, 4); let compute_kernel = processor.get_kernel_handle(String::from("simple-edge.compute")) @@ -111,7 +111,7 @@ pub fn main() { let handle = processor.get_texture_handle(String::from("funky-bird.jpg")).unwrap(); - let sprite3 = Sprite::new_with_texture((0.3, 0.5), (0.1, 0.1), handle.clone()); + let sprite3 = Sprite::new_with_texture((0.3, 0.5), (0.5, 0.5), handle.clone()); drop(q2); drop(q1); @@ -166,12 +166,12 @@ pub fn main() { let mut compu_frame = CompuFrame::new(); compu_frame.add(compute_buffer.clone(), compute_kernel.clone()); - // compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1); + compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1); let mut canvas = CanvasFrame::new(); -// canvas.draw(&sprite); -// canvas.draw(&sprite2); -// canvas.draw(&sprite3); + canvas.draw(&sprite); + canvas.draw(&sprite2); + canvas.draw(&sprite3); canvas.draw(&compu_sprite1); canvas.draw(&Sprite::new_with_color(( diff --git a/src/sprite.rs b/src/sprite.rs index 480ffc91..e038b8c4 100644 --- a/src/sprite.rs +++ b/src/sprite.rs @@ -3,7 +3,9 @@ use std::sync::Arc; #[derive(Debug, Clone)] pub struct Sprite { + pub vertices: [(f32, f32); 6], + pub ti_position: [(f32, f32); 6], position: (f32, f32), size: (f32, f32), @@ -37,6 +39,14 @@ impl Sprite { ], position: position, + ti_position: [ + (-1.0, -1.0), // top left + (-1.0, 1.0), // bottom left + ( 1.0, 1.0), // bottom right + (-1.0, -1.0), // top left + ( 1.0, 1.0), // bottom right + ( 1.0, -1.0), // top right + ], size: size, color: color, textured: false, @@ -58,6 +68,14 @@ impl Sprite { (position.0 + fsize.0, position.1 ), // top right ], position: position, + ti_position: [ + (-1.0, -1.0), // top left + (-1.0, 1.0), // bottom left + ( 1.0, 1.0), // bottom right + (-1.0, -1.0), // top left + ( 1.0, 1.0), // bottom right + ( 1.0, -1.0), // top right + ], size: size, color: (0.0, 0.0, 0.0, 0.0), textured: true, @@ -78,6 +96,10 @@ impl Drawable for Sprite { self.color.clone() } + fn get_ti_coords(&self) -> Vec<(f32, f32)> { + self.ti_position.to_vec() + } + fn get_texture_handle(&self) -> Option> { match self.textured { true => { diff --git a/src/vertex_2d.rs b/src/vertex_2d.rs index 2bee1a0a..ac4e0741 100644 --- a/src/vertex_2d.rs +++ b/src/vertex_2d.rs @@ -1,22 +1,30 @@ - #[derive(Default, Debug, Clone)] pub struct Vertex2D { - pub position: [f32; 2] -} - -#[derive(Default, Debug, Clone)] -pub struct ColoredVertex2D { - pub position: [f32; 2], + pub v_position: [f32; 2], pub color : [f32; 4], + pub ti_position: [f32; 2], } -vulkano::impl_vertex!(ColoredVertex2D, position, color); -vulkano::impl_vertex!(Vertex2D, position); +vulkano::impl_vertex!(Vertex2D, v_position, color, ti_position); -impl From<(f32, f32)> for Vertex2D { - fn from(item: (f32, f32)) -> Self { - Vertex2D { position: [item.0, item.1] } - } -} \ No newline at end of file +//impl From<(f32, f32)> for Vertex2D { +// fn from(item: (f32, f32)) -> Self { +// Vertex2D { +// v_position: [], +// color: [], +// ti_position: [] +// } +// } +//} +// +//impl From<((f32,f32),(f32, f32))> for Vertex2D { +// fn from(item: ((f32,f32),(f32, f32))) -> Self { +// Vertex2D { +// v_position: [], +// color: [], +// ti_position: [] +// } +// } +//} \ No newline at end of file