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@ -1,4 +1,3 @@
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use crate::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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@ -23,21 +22,28 @@ use crate::canvas_frame::CanvasFrame;
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use std::hash::Hash;
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use crate::canvas_shader::{CanvasShader, CanvasShaderHandle};
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use crate::canvas_buffer::{CanvasImage, CanvasTexture};
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use crate::vertex_3d::Vertex3D;
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/// A drawable object can be passed into a CanvasFrame to be rendered
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/// Allows Texture or Image drawing via their handles
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/// Very generic implementation. (N % 2 == 0) vertices, ditto for texture coords, and rgba color
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/// Provides Image and Texture handles for drawing
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/// Split out to two drawables?
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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_ti_coords(&self) -> Vec<(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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// fn get_text_handle(&self) -> Option<Arc<CanvasTextHandle>>;
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fn collect(&self) -> Vec<Vertex2D> {
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fn collect(&self) -> Vec<Vertex3D> {
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let color = self.get_color();
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self.get_vertices().iter().zip(self.get_ti_coords().iter()).map(|(a, b)|
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Vertex2D {
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v_position: [a.0, a.1],
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Vertex3D {
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v_position: [a.0, a.1, 0.0],
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color: [color.0, color.1, color.2, color.3],
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ti_position: [b.0, b.1],
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}).collect()
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@ -80,13 +86,13 @@ pub struct CanvasState {
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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<Vertex2D>,
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colored_drawables: Vec<Vertex3D>,
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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_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<Vertex3D>>>,
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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_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>,
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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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@ -109,10 +115,14 @@ impl CanvasState {
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depth_range: 0.0..1.0,
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}]);
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let dimensions = [dimensions.width(), dimensions.height()];
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let depth_buffer = AttachmentImage::transient(self.device.clone(), dimensions, Format::D16Unorm).unwrap();
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images.iter().map(|image| {
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Arc::new(
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Framebuffer::start(self.render_pass.clone())
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.add(image.clone()).unwrap()
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.add(depth_buffer.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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@ -143,16 +153,21 @@ impl CanvasState {
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// of your structs that implements the `FormatDesc` trait). Here we use the
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// same format as the swapchain.
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format: format,
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// TODO:
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samples: 1,
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},
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// `color` is a custom name we give to the first and only attachment.
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depth: {
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load: Clear,
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store: DontCare,
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format: Format::D16Unorm,
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samples: 1,
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}
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},
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pass: {
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// We use the attachment named `color` as the one and only color attachment.
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color: [color],
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//color: [],
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// No depth-stencil attachment is indicated with empty brackets.
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depth_stencil: {}
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depth_stencil: {depth}
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}
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).unwrap());
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@ -372,7 +387,7 @@ impl CanvasState {
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let g = hprof::enter("Textured Vertex Buffer");
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for (k, v) in self.textured_drawables.drain() {
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let vertex_buffer = v.clone().iter()
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.fold(Vec::new(), |mut a: Vec<Vertex2D>, b| {
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.fold(Vec::new(), |mut a: Vec<Vertex3D>, b| {
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a.extend(b);
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a
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});
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@ -393,7 +408,7 @@ impl CanvasState {
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let g = hprof::enter("Image Vertex Buffer");
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for (k, v) in self.image_drawables.drain() {
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let vertex_buffer = v.clone().iter()
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.fold(Vec::new(), |mut a: Vec<Vertex2D>, b| {
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.fold(Vec::new(), |mut a: Vec<Vertex3D>, b| {
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a.extend(b);
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a
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});
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@ -427,7 +442,10 @@ impl CanvasState {
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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 clear_values = vec!(
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ClearValue::Float([0.0, 0.0, 1.0, 1.0]),
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1f32.into()
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);
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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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