Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2020-02-03T22:11:42-08:00 ====== Home ====== [[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]] Main Systems: [[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|Spri]][[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|te]] [[VKProcessor:CanvasContainerClasses]] Docs [[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]] [[VKProcessor:CanvasState|CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]] [[VKProcessor:DynamicVertex|DynamicVertex]] =========== [[VKProcessor:CompuState|CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]] -------------------- ====== Warming Up ====== Currently I'm getting my bearings again on this project. === canvas === I made a maybe(?) good change to the heirarchy of the canvas. Hiding the construction of handles from anything outside. Currently, canvas is separated out to * A state container: CanvasState * An Interface class CanvasFrame * `Managed` objects. Aka, everything that CanvasState holds CanvasText is just laying around until I use it... Shader pipeline objects exists in one level of managed Handle and Buffer objects exists in the base managed level == Do I commit to the all handles in handles.rs? == FYI The shader API is actually pretty badass load_shader::("shadername", a, b); -------------------- So right now it looks like I am having some trouble in the drawing of the CanvasFrame I've crafted. It is seriously just a Vector of VertexTypes. Which should be fine -------------------- ===== Links ===== Dynamic Keys in HashMap https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=b4630cf98afa88fc0fbffdb0112af1c1 VertexDefinition https://github.com/tomaka/vulkano-examples/blob/81f5a4eb3c5f3fcc6a194d3c41e53b2bc66f7add/gltf/gltf_system.rs#L687-L795 pub enum Content { Text(String), Number(u32), } impl From for String { fn wrap(self) { Content::Text(self) } } impl From for u32 { fn wrap(self) { Content::Number(self) } } fn any_content(value : T) where T : IntoContent { let content : Content = value.wrap(); } ├── canvas │   ├── canvas_frame.rs │   ├── canvas_state.rs │   ├── managed │   │   ├── canvas_text.rs │   │   ├── gpu_buffers.rs │   │   ├── handles.rs │   │   ├── mod.rs │   │   └── shader │   │   ├── dynamic_vertex.rs │   │   ├── generic_shader.rs │   │   ├── mod.rs │   │   ├── shader_common.rs │   │   └── text_shader.rs │   └── mod.rs ├── compute │   ├── compu_frame.rs │   ├── compu_state.rs │   ├── managed │   │   ├── compu_buffer.rs │   │   ├── compu_kernel.rs │   │   ├── compu_sprite.rs │   │   ├── handles.rs │   │   └── mod.rs │   └── mod.rs ├── main.rs ├── sprite.rs ├── util │   ├── mod.rs │   ├── timer.rs │   ├── vertex_2d.rs │   └── vertex_3d.rs └── vkprocessor.rs null)