#![allow(dead_code)] #![allow(unused_variables)] #![allow(unused_mut)] extern crate cgmath; extern crate image; extern crate nalgebra as na; extern crate rand; extern crate sfml; extern crate time; use sfml::system::*; use vulkano::sync; use crate::timer::Timer; use vulkano::instance::{Instance}; use vulkano::sync::GpuFuture; use winit::{EventsLoop, WindowBuilder, WindowEvent, Event, DeviceEvent, VirtualKeyCode, ElementState}; use winit::dpi::LogicalSize; use vulkano_win::VkSurfaceBuild; use sprite::Sprite; use crate::canvas::CanvasFrame; mod util; mod slider; mod timer; mod input; mod vkprocessor; mod button; mod vertex_2d; mod vertex_3d; mod sprite; mod canvas; /* Alright, what the hell do I do next... Canvas works, but I want to use CPU accessible buffer instead of immutable buffer I think it would be faster if we reuse fewer oversized buffers than vis versa Texturing is broken Compute is running in the background, but don't have a way to draw it. Would like to draw it to a sprite??? 8/13 : Okay. So I've decided to keep compute image and compute kernel in their own 'canvas' Canvas still needs to be cleaned up. I would like a contract type of thing going on with the loaded textures. Where you need to request a texture_handle from vkprocessor to attach to a Sprite. The problem is kinda what I do with the swap image. I only need a reference to it and the general buffer coming back from the compute kernel. I could continue to hold the image in the Canvas, and just give out an ID when a Sprite wants it. The issue here is that kinda muddles the API a bit. I would need to do something like Canvas.load_textures() Compute.create_compute(data) -> compute_buffer_id Canvas.load_image(compute_buffer_id, Compute) Sprite::with_image(compute_buffer_id) Canvas::swap_into(compute_buffer, swap_image); I want to be able to chain computes using the same data So that would be a different pipeline using the same or similar descriptor set sprite = Sprite::with_texture(Canvas.get_texture_from_file()) (compute, sprite2) = Compute::with_swap_image(Canvas.get_new_image()) compute load shader -> shader object compute load buffers -> buffer object shader object + buffer object + maybe the swap buffer -> command queue let mut canvas = CanvasFrame::new(); canvas.draw(&sprite); canvas.draw(&sprite2); (frame_future) = processor.run(&surface, frame_future, canvas); */ fn main() { let instance = { let extensions = vulkano_win::required_extensions(); Instance::new(None, &extensions, None).unwrap() }; let mut events_loop = EventsLoop::new(); let mut surface = WindowBuilder::new() .with_dimensions(LogicalSize::from((800, 800))) .build_vk_surface(&events_loop, instance.clone()).unwrap(); let mut window = surface.window(); let mut processor = vkprocessor::VkProcessor::new(&instance, &surface); processor.compile_kernel(String::from("simple-edge.compute")); processor.load_compute_image(String::from("background.jpg")); processor.load_textures(String::from("funky-bird.jpg")); processor.create_swapchain(&surface); let mut timer = Timer::new(); let mut frame_future = Box::new(sync::now(processor.device.clone())) as Box; let step_size: f32 = 0.005; let mut elapsed_time: f32; let mut delta_time: f32; let mut accumulator_time: f32 = 0.0; let mut current_time: f32 = timer.elap_time(); let mut mouse_xy = Vector2i::new(0,0); let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.)); let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.)); while let Some(p) = window.get_position() { elapsed_time = timer.elap_time(); delta_time = elapsed_time - current_time; current_time = elapsed_time; if delta_time > 0.02 { delta_time = 0.02; } accumulator_time += delta_time; while (accumulator_time - step_size) >= step_size { accumulator_time -= step_size; } println!("{}", delta_time); let mut exit = false; events_loop.poll_events(|event| { match event { Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { exit = true; }, Event::WindowEvent { event: WindowEvent::Resized(_), .. } => { processor.recreate_swapchain(&surface); }, Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => { match keyboard_input.virtual_keycode.unwrap() { VirtualKeyCode::A => { if keyboard_input.state == ElementState::Pressed { processor.save_edges_image(); } } _ => () } }, // Event::DeviceEvent { event: DeviceEvent::Button(mouse_input), .. } => { // mouse_xy.x // }, _ => () } }); if exit { return; } /* */ let mut canvas = CanvasFrame::new(); canvas.draw(&sprite); canvas.draw(&sprite2); (frame_future) = processor.run(&surface, frame_future, canvas); } }