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123 lines
3.7 KiB
123 lines
3.7 KiB
Content-Type: text/x-zim-wiki
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Wiki-Format: zim 0.4
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Creation-Date: 2020-02-03T22:11:42-08:00
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--------------------
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=== Trac3r : A program to convert images to 2D toolpaths ===
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TODO:
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[X] Text rendering is mocked.
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[?] Pathfinder vulkan backend implementation
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* Kinda big meh on this. It's very much oneshot based
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and not incredibly compatible with vulkano...
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[ ] Investigate lyon maybe
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[X] Currently using local copies of a few libraries:
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[x] shade_runner ( not gonna happen, my fork has diverged too far )
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[ ] Make a toolpath
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[X] Read from GPU?
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[ ] Figure out a way to vectorize the simple edge
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--------------------
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[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
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Docs
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[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
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[[VKProcessor:CanvasState|CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
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[[VKProcessor::CanvasFrame|CanvasFrame]] ===========
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[[VKProcessor:CompiledShader|CompiledShader]] ===========
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[[VKProcessor:CompuState|CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]]
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[[VKProcessor:DynamicVertex|DynamicVertex]] (dead) ===========
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[[Drawables]] ===========
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--------------------
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==== Context switching ====
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Okay. So now I have gotten myself into a bit of a pickle with the text rendering. What was supposed to be an "easy" hack to get it to work, ended turning into a complete vulkan backend written for the pathfinder gpu abstraction layer. This luckily is within my level of skill (I think) but it is no small task.
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When I finally get this done, I should be able to allow [[VkProcessor]] to implement the Device trait, and then replicate the behaviour I am writing for the PoC!!
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After this. I should have very robust and (hopefully) simple text rendering interface.
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--------------------
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===== Links =====
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Dynamic Keys in HashMap
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https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=b4630cf98afa88fc0fbffdb0112af1c1
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VertexDefinition
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https://github.com/tomaka/vulkano-examples/blob/81f5a4eb3c5f3fcc6a194d3c41e53b2bc66f7add/gltf/gltf_system.rs#L687-L795
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pub enum Content {
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Text(String),
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Number(u32),
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}
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impl From for String {
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fn wrap(self) {
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Content::Text(self)
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}
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}
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impl From for u32 {
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fn wrap(self) {
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Content::Number(self)
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}
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}
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fn any_content<T>(value : T) where T : IntoContent {
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let content : Content = value.wrap();
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}
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├── canvas
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│ ├── canvas_frame.rs
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│ ├── canvas_state.rs
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│ ├── managed
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│ │ ├── canvas_text.rs
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│ │ ├── gpu_buffers.rs
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│ │ ├── handles.rs
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│ │ ├── mod.rs
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│ │ └── shader
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│ │ ├── dynamic_vertex.rs
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│ │ ├── generic_shader.rs
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│ │ ├── mod.rs
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│ │ ├── shader_common.rs
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│ │ └── text_shader.rs
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│ └── mod.rs
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├── compute
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│ ├── compu_frame.rs
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│ ├── compu_state.rs
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│ ├── managed
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│ │ ├── compu_buffer.rs
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│ │ ├── compu_kernel.rs
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│ │ ├── compu_sprite.rs
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│ │ ├── handles.rs
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│ │ └── mod.rs
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│ └── mod.rs
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├── main.rs
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├── sprite.rs
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├── util
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│ ├── mod.rs
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│ ├── timer.rs
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│ ├── vertex_2d.rs
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│ └── vertex_3d.rs
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└── vkprocessor.rs
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null)
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