miserable failure to get text rendering to work using these 'easy text rendering' tricks. Will be bringing in a third party library which I have to write the damn backend implementation for

master
mitchellhansen 5 years ago
parent 77b781df1a
commit db8cbdc77e

@ -14,7 +14,9 @@ Creation-Date: 2020-02-03T22:11:42-08:00
vulkano/vulkano-win vulkano/vulkano-win
vulkano/vulkano-shaders vulkano/vulkano-shaders
vulkano/vulkano vulkano/vulkano
[ ] Get a new GPU [*] Get a new GPU
[*] Figure out how to make this POS stable (semi stable)
-------------------- --------------------

@ -0,0 +1,449 @@
Content-Type: text/x-zim-wiki
Wiki-Format: zim 0.4
Creation-Date: 2020-02-28T22:36:46-08:00
====== PossiblePathfinderPort ======
Created Friday 28 February 2020
pub struct RenderState<'a, D> where D: Device
pub target: &'a RenderTarget<'a, D>,
pub program: &'a D::Program,
pub vertex_array: &'a D::VertexArray,
pub primitive: Primitive,
pub uniforms: &'a [(&'a D::Uniform, UniformData)],
pub textures: &'a [&'a D::Texture],
pub viewport: RectI,
pub options: RenderOptions,
**So I need to define the following types in Vulkan syntax**
**The other port uses container classes for these **
type Buffer;
type Framebuffer;
type Program;
**VulkanProgram**
type Shader;
type Texture;
type TextureDataReceiver;
type TimerQuery;
type Uniform;
type VertexArray;
type VertexAttr;
[ ] fn create_texture(&self, format: TextureFormat, size: Vector2I) -> Self::Texture;
So for this function I'm going to need to convert Texture
fn create_texture_from_data(&self, format: TextureFormat, size: Vector2I, data: TextureDataRef)
-> Self::Texture;
fn create_shader(&self, resources: &dyn ResourceLoader, name: &str, kind: ShaderKind)
-> Self::Shader;
fn create_shader_from_source(&self, name: &str, source: &[u8], kind: ShaderKind)
-> Self::Shader;
fn create_vertex_array(&self) -> Self::VertexArray;
fn create_program_from_shaders(
&self,
resources: &dyn ResourceLoader,
name: &str,
vertex_shader: Self::Shader,
fragment_shader: Self::Shader,
) -> Self::Program;
fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> Option<Self::VertexAttr>;
fn get_uniform(&self, program: &Self::Program, name: &str) -> Self::Uniform;
fn bind_buffer(&self,
vertex_array: &Self::VertexArray,
buffer: &Self::Buffer,
target: BufferTarget);
fn configure_vertex_attr(&self,
vertex_array: &Self::VertexArray,
attr: &Self::VertexAttr,
descriptor: &VertexAttrDescriptor);
fn create_framebuffer(&self, texture: Self::Texture) -> Self::Framebuffer;
fn create_buffer(&self) -> Self::Buffer;
fn allocate_buffer<T>(
&self,
buffer: &Self::Buffer,
data: BufferData<T>,
target: BufferTarget,
mode: BufferUploadMode,
);
fn framebuffer_texture<'f>(&self, framebuffer: &'f Self::Framebuffer) -> &'f Self::Texture;
fn destroy_framebuffer(&self, framebuffer: Self::Framebuffer) -> Self::Texture;
fn texture_format(&self, texture: &Self::Texture) -> TextureFormat;
fn texture_size(&self, texture: &Self::Texture) -> Vector2I;
fn set_texture_sampling_mode(&self, texture: &Self::Texture, flags: TextureSamplingFlags);
fn upload_to_texture(&self, texture: &Self::Texture, rect: RectI, data: TextureDataRef);
**Command buffer stuff**
fn begin_commands(&self);
fn end_commands(&self);
fn draw_arrays(&self, index_count: u32, render_state: &RenderState<Self>);
fn draw_elements(&self, index_count: u32, render_state: &RenderState<Self>);
fn draw_elements_instanced(&self,
index_count: u32,
instance_count: u32,
render_state: &RenderState<Self>);
**This is the weird timing stuff**
fn create_timer_query(&self) -> Self::TimerQuery;
fn begin_timer_query(&self, query: &Self::TimerQuery);
fn end_timer_query(&self, query: &Self::TimerQuery);
fn try_recv_timer_query(&self, query: &Self::TimerQuery) -> Option<Duration>;
fn recv_timer_query(&self, query: &Self::TimerQuery) -> Duration;
**And then the GPU reads**
fn try_recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> Option<TextureData>;
fn recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> TextureData;
**This maybe reads?**
fn read_pixels(&self, target: &RenderTarget<Self>, viewport: RectI)
-> Self::TextureDataReceiver;
**This just creates a texture like I do**
fn create_texture_from_png(&self, resources: &dyn ResourceLoader, name: &str) -> Self::Texture;
**This one just **
fn create_program_from_shader_names(
&self,
resources: &dyn ResourceLoader,
program_name: &str,
vertex_shader_name: &str,
fragment_shader_name: &str,
) -> Self::Program {
let vertex_shader = self.create_shader(resources, vertex_shader_name, ShaderKind::Vertex);
let fragment_shader =
self.create_shader(resources, fragment_shader_name, ShaderKind::Fragment);
self.create_program_from_shaders(resources, program_name, vertex_shader, fragment_shader)
}
fn create_program(&self, resources: &dyn ResourceLoader, name: &str) -> Self::Program {
self.create_program_from_shader_names(resources, name, name, name)
}
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum TextureFormat {
R8,
R16F,
RGBA8,
RGBA16F,
RGBA32F,
}
#[derive(Clone, Copy, Debug)]
pub enum VertexAttrType {
F32,
I16,
I8,
U16,
U8,
}
#[derive(Clone, Copy, Debug)]
pub enum BufferData<'a, T> {
Uninitialized(usize),
Memory(&'a [T]),
}
#[derive(Clone, Copy, Debug)]
pub enum BufferTarget {
Vertex,
Index,
}
#[derive(Clone, Copy, Debug)]
pub enum BufferUploadMode {
Static,
Dynamic,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum ShaderKind {
Vertex,
Fragment,
}
#[derive(Clone, Copy)]
pub enum UniformData {
Float(f32),
IVec3([i32; 3]),
Int(i32),
Mat2(F32x4),
Mat4([F32x4; 4]),
Vec2(F32x2),
Vec3([f32; 3]),
Vec4(F32x4),
TextureUnit(u32),
}
#[derive(Clone, Copy)]
pub enum Primitive {
Triangles,
Lines,
}
#[derive(Clone)]
pub struct RenderState<'a, D> where D: Device {
pub target: &'a RenderTarget<'a, D>,
pub program: &'a D::Program,
pub vertex_array: &'a D::VertexArray,
pub primitive: Primitive,
pub uniforms: &'a [(&'a D::Uniform, UniformData)],
pub textures: &'a [&'a D::Texture],
pub viewport: RectI,
pub options: RenderOptions,
}
#[derive(Clone, Debug)]
pub struct RenderOptions {
pub blend: Option<BlendState>,
pub depth: Option<DepthState>,
pub stencil: Option<StencilState>,
pub clear_ops: ClearOps,
pub color_mask: bool,
}
#[derive(Clone, Copy, Debug, Default)]
pub struct ClearOps {
pub color: Option<ColorF>,
pub depth: Option<f32>,
pub stencil: Option<u8>,
}
#[derive(Clone, Copy, Debug)]
pub enum RenderTarget<'a, D> where D: Device {
Default,
Framebuffer(&'a D::Framebuffer),
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct BlendState {
pub dest_rgb_factor: BlendFactor,
pub dest_alpha_factor: BlendFactor,
pub src_rgb_factor: BlendFactor,
pub src_alpha_factor: BlendFactor,
pub op: BlendOp,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum BlendFactor {
Zero,
One,
SrcAlpha,
OneMinusSrcAlpha,
DestAlpha,
OneMinusDestAlpha,
DestColor,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum BlendOp {
Add,
Subtract,
ReverseSubtract,
Min,
Max,
}
#[derive(Clone, Copy, Default, Debug)]
pub struct DepthState {
pub func: DepthFunc,
pub write: bool,
}
#[derive(Clone, Copy, Debug)]
pub enum DepthFunc {
Less,
Always,
}
#[derive(Clone, Copy, Debug)]
pub struct StencilState {
pub func: StencilFunc,
pub reference: u32,
pub mask: u32,
pub write: bool,
}
#[derive(Clone, Copy, Debug)]
pub enum StencilFunc {
Always,
Equal,
}
impl Default for RenderOptions {
#[inline]
fn default() -> RenderOptions {
RenderOptions {
blend: None,
depth: None,
stencil: None,
clear_ops: ClearOps::default(),
color_mask: true,
}
}
}
impl Default for BlendOp {
#[inline]
fn default() -> BlendOp {
BlendOp::Add
}
}
impl Default for StencilState {
#[inline]
fn default() -> StencilState {
StencilState {
func: StencilFunc::default(),
reference: 0,
mask: !0,
write: false,
}
}
}
impl Default for DepthFunc {
#[inline]
fn default() -> DepthFunc {
DepthFunc::Less
}
}
impl Default for StencilFunc {
#[inline]
fn default() -> StencilFunc {
StencilFunc::Always
}
}
#[derive(Clone, Debug)]
pub enum TextureData {
U8(Vec<u8>),
U16(Vec<u16>),
F16(Vec<f16>),
F32(Vec<f32>),
}
#[derive(Clone, Copy, Debug)]
pub enum TextureDataRef<'a> {
U8(&'a [u8]),
F16(&'a [f16]),
F32(&'a [f32]),
}
impl UniformData {
#[inline]
pub fn from_transform_3d(transform: &Transform4F) -> UniformData {
UniformData::Mat4([transform.c0, transform.c1, transform.c2, transform.c3])
}
}
#[derive(Clone, Copy, Debug)]
pub struct VertexAttrDescriptor {
pub size: usize,
pub class: VertexAttrClass,
pub attr_type: VertexAttrType,
pub stride: usize,
pub offset: usize,
pub divisor: u32,
pub buffer_index: u32,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum VertexAttrClass {
Float,
FloatNorm,
Int,
}
impl TextureFormat {
#[inline]
pub fn channels(self) -> usize {
match self {
TextureFormat::R8 | TextureFormat::R16F => 1,
TextureFormat::RGBA8 | TextureFormat::RGBA16F | TextureFormat::RGBA32F => 4,
}
}
#[inline]
pub fn bytes_per_pixel(self) -> usize {
match self {
TextureFormat::R8 => 1,
TextureFormat::R16F => 2,
TextureFormat::RGBA8 => 4,
TextureFormat::RGBA16F => 8,
TextureFormat::RGBA32F => 16,
}
}
}
impl ClearOps {
#[inline]
pub fn has_ops(&self) -> bool {
self.color.is_some() || self.depth.is_some() || self.stencil.is_some()
}
}
impl Default for BlendState {
#[inline]
fn default() -> BlendState {
BlendState {
src_rgb_factor: BlendFactor::One,
dest_rgb_factor: BlendFactor::OneMinusSrcAlpha,
src_alpha_factor: BlendFactor::One,
dest_alpha_factor: BlendFactor::One,
op: BlendOp::Add,
}
}
}
bitflags! {
pub struct TextureSamplingFlags: u8 {
const REPEAT_U = 0x01;
const REPEAT_V = 0x02;
const NEAREST_MIN = 0x04;
const NEAREST_MAG = 0x08;
}
}
impl<'a> TextureDataRef<'a> {
#[doc(hidden)]
pub fn check_and_extract_data_ptr(self, minimum_size: Vector2I, format: TextureFormat)
-> *const c_void {
let channels = match (format, self) {
(TextureFormat::R8, TextureDataRef::U8(_)) => 1,
(TextureFormat::RGBA8, TextureDataRef::U8(_)) => 4,
(TextureFormat::RGBA16F, TextureDataRef::F16(_)) => 4,
(TextureFormat::RGBA32F, TextureDataRef::F32(_)) => 4,
_ => panic!("Unimplemented texture format!"),
};
let area = minimum_size.x() as usize * minimum_size.y() as usize;
match self {
TextureDataRef::U8(data) => {
assert!(data.len() >= area * channels);
data.as_ptr() as *const c_void
}
TextureDataRef::F16(data) => {
assert!(data.len() >= area * channels);
data.as_ptr() as *const c_void
}
TextureDataRef::F32(data) => {
assert!(data.len() >= area * channels);
data.as_ptr() as *const c_void
}
}
}
}

@ -9,14 +9,18 @@ layout(location = 0) out vec4 f_color;
void main() { void main() {
if (out_color.w >= 1.004) { if (out_color.w >= 1.5/255.0) {
f_color = out_color; //f_color = out_color;
//f_color.w = 1.0; //f_color.w = 1.0;
} else { } else {
f_color = f_color; //f_color = f_color;
f_color.w = 0.0; //f_color.w = 0.0;
//f_color = vec4(0.0,0.0,0.0,0.0);
} }
f_color.rgb = out_color.rgb;
f_color.a = out_color.a;
//f_color = out_color;
} }

@ -465,7 +465,7 @@ impl CanvasState {
// Specify the color to clear the framebuffer with i.e. blue // Specify the color to clear the framebuffer with i.e. blue
let clear_values = vec!( let clear_values = vec!(
ClearValue::Float([0.0, 0.0, 1.0, 1.0]), ClearValue::Float([0.0, 0.0, 0.0, 0.0]),
ClearValue::DepthStencil((1.0, 0x00)), ClearValue::DepthStencil((1.0, 0x00)),
); );
@ -500,6 +500,7 @@ impl CanvasState {
).unwrap(); ).unwrap();
} }
// Images // Images
let mut shader = self.shader_buffers.get( let mut shader = self.shader_buffers.get(
self.get_shader_handle(String::from("simple_image")) self.get_shader_handle(String::from("simple_image"))
@ -604,7 +605,6 @@ impl CanvasState {
).unwrap(); ).unwrap();
} }
command_buffer command_buffer
.end_render_pass() .end_render_pass()
.unwrap() .unwrap()

@ -65,7 +65,7 @@ pub trait CompiledShaderResources {
fn compile(filepath: PathBuf, device: Arc<Device>, shader_type: ShaderType) -> (Entry, Arc<ShaderModule>) { fn compile(filepath: PathBuf, device: Arc<Device>, shader_type: ShaderType) -> (Entry, Arc<ShaderModule>) {
let compiled_shader = shade_runner::load(filepath, Self::convert_sr(shader_type)) let compiled_shader = shade_runner::load(filepath, None, Self::convert_sr(shader_type), None)
.expect("Shader didn't compile"); .expect("Shader didn't compile");
let vulkano_entry = let vulkano_entry =

@ -106,6 +106,8 @@ impl CompiledShader for TextShader {
let blend = AttachmentBlend { let blend = AttachmentBlend {
enabled: true, enabled: true,
color_op: BlendOp::Add, color_op: BlendOp::Add,
// color_source: BlendFactor::SrcAlpha,
// color_destination: BlendFactor::OneMinusSrcAlpha,
color_source: BlendFactor::One, color_source: BlendFactor::One,
color_destination: BlendFactor::One, color_destination: BlendFactor::One,
alpha_op: BlendOp::Add, alpha_op: BlendOp::Add,
@ -140,8 +142,9 @@ impl CompiledShader for TextShader {
third_constant: 0.0, third_constant: 0.0,
}) })
.depth_stencil_simple_depth() .depth_stencil(stencil)
.blend_collective(blend) // .blend_collective(blend)
//.blend_logic_op(LogicOp::Noop) //.blend_logic_op(LogicOp::Noop)
// We have to indicate which subpass of which render pass this pipeline is going to be used // 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. // in. The pipeline will only be usable from this particular subpass.

@ -12,108 +12,118 @@ pub struct Text {
/// Container class which implements drawable. /// Container class which implements drawable.
impl Text { impl Text {
fn accumulator(depth: f32, accumulator: &mut f32, constant: f32) -> f32{
let accum = *accumulator;
*accumulator += constant;
return depth + accum + constant;
}
/// ///
pub fn new(position: (f32, f32), pub fn new(position: (f32, f32),
size: (f32, f32), size: (f32, f32),
depth: u32) -> Text { depth: u32) -> Text {
let normalized_depth = (depth as f32 / 255.0); let normalized_depth = (depth as f32 / 255.0);
let mut depth_accumulator = 1.0;
let depth_accum_constant = -0.01 as f32;
let verts = { let verts = {
vec![ vec![
ColorVertex3D { ColorVertex3D {
v_position: [-0.5, -0.5, normalized_depth], v_position: [-0.5, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)+0.1],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 0.0, 0.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)+0.1],
color: [1.0, 0.8, 1.0, 1.0/255.0], color: [1.0, 0.8, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-0.25, 0.0, normalized_depth], v_position: [-0.25, 0.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)+0.1],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-0.25, 0.0, normalized_depth], v_position: [-0.25, 0.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [0.8, 1.0, 1.0, 1.0/255.0], color: [0.8, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.0, 0.5, normalized_depth], v_position: [0.0, 0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 0.8, 1.0/255.0], color: [1.0, 1.0, 0.8, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.25, 0.0, normalized_depth], v_position: [0.25, 0.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 0.8, 1.0, 1.0/255.0], color: [1.0, 0.8, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.0, 0.5, normalized_depth], v_position: [0.0, 0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.5, -0.5, normalized_depth], v_position: [0.5, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.25, 0.0, normalized_depth], v_position: [0.25, 0.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.25, -0.5, normalized_depth], v_position: [0.25, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.5, -0.5, normalized_depth], v_position: [0.5, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.25, -0.5, normalized_depth], v_position: [0.25, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.0, -0.1, normalized_depth], v_position: [0.0, -0.1, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-0.25, -0.5, normalized_depth], v_position: [-0.25, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [0.0, -0.1, normalized_depth], v_position: [0.0, -0.1, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-0.5, -0.5, normalized_depth], v_position: [-0.5, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-1.0, 1.0, normalized_depth], v_position: [-1.0, 1.0, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}, },
ColorVertex3D { ColorVertex3D {
v_position: [-0.25, -0.5, normalized_depth], v_position: [-0.25, -0.5, Text::accumulator(normalized_depth, &mut depth_accumulator, depth_accum_constant)],
color: [1.0, 1.0, 1.0, 1.0/255.0], color: [1.0, 1.0, 1.0, 1.0/255.0],
}] }]
}; };

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