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493 lines
17 KiB
493 lines
17 KiB
use crate::vertex_2d::{ColoredVertex2D, 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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use std::sync::Arc;
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use vulkano::format::{ClearValue, Format};
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use vulkano::framebuffer::{FramebufferAbstract, Framebuffer};
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use vulkano::device::{Device, Queue};
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use vulkano::instance::PhysicalDevice;
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use vulkano::image::immutable::ImmutableImage;
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use crate::util::shader_kernels::ShaderKernels;
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use vulkano::image::{Dimensions, ImageAccess, ImageDimensions, SwapchainImage, ImageUsage, AttachmentImage};
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use vulkano::sampler::{Sampler, SamplerAddressMode, MipmapMode, Filter};
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use vulkano::descriptor::DescriptorSet;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use std::path::PathBuf;
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use image::GenericImageView;
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use crate::util::compute_image::ComputeImage;
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use std::iter::FromIterator;
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use vulkano::swapchain::Capabilities;
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use winit::Window;
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use vulkano::pipeline::viewport::Viewport;
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// Canvas is the accumulator of Sprites for drawing
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// Needs to know:
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// textured?
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// colored?
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// vertices
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/*
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If it is textured. It needs to be rendered with the texture shader which requires a separate
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graphics pipeline. Might as well have a new render pass as well.
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So framebuffer is tied to the swapchains images as well as the renderpass
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it appears that renderpass is tied to the individual shader
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*/
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// I want to be able to draw 2d sprites.
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// These sprites might be textured or a single color
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// All of the single colors will be grouped into one batch using colored vertices.
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// The rest will be grouped by their texture and run individually
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pub trait Vertex {
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fn position(&self) -> (f32, f32) {
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(0.0, 0.0)
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}
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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Some((0., 0., 0., 0.))
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}
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}
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impl Vertex for ColoredVertex2D {
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fn position(&self) -> (f32, f32) {
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(0.0, 0.0)
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}
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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Some((0., 0., 0., 0.))
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}
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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_texture_handle(&self) -> Option<Arc<u32>>;
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fn get_image_handle(&self) -> Option<Arc<u32>>;
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}
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// Need three types of shaders. Solid, Textured, Image
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#[derive(PartialEq, Eq, Hash, Clone)]
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pub enum ShaderType {
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SOLID = 0,
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TEXTURED = 1,
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IMAGE = 2,
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}
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pub struct CanvasFrame {
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colored_drawables: Vec<ColoredVertex2D>,
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textured_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
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image_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
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}
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impl CanvasFrame {
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pub fn new() -> CanvasFrame {
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CanvasFrame {
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colored_drawables: vec![],
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textured_drawables: Default::default(),
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image_drawables: Default::default()
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}
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}
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// Accumulates the drawables vertices and colors
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pub fn draw(&mut self, drawable: &dyn Drawable) {
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match drawable.get_texture_handle() {
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Some(handle) => {
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self.textured_drawables
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.entry(handle.clone())
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.or_insert(Vec::new())
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.push(drawable.get_vertices().iter().map(|n|
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Vertex2D {
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position: [n.0, n.1],
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}
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).collect::<Vec<Vertex2D>>());
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}
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None => {
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match drawable.get_image_handle() {
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Some(handle) => {
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self.image_drawables
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.entry(handle.clone())
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.or_insert(Vec::new())
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.push(drawable.get_vertices().iter().map(|n|
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Vertex2D {
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position: [n.0, n.1],
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}
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).collect());
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}
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None => {
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let colors = drawable.get_color();
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self.colored_drawables.extend(
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drawable.get_vertices().iter().map(|n|
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ColoredVertex2D {
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position: [n.0, n.1],
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color: [colors.0, colors.1, colors.2, colors.3],
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}
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)
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);
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}
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}
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}
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}
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}
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}
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#[derive(Clone)]
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pub struct Canvas {
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shader_kernels: HashMap<ShaderType, ShaderKernels>,
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texture_store: HashMap<String, Arc<ImmutableImage<Format>>>,
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dynamic_state: DynamicState,
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sampler: Arc<Sampler>,
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// hold the image, texture, and shader buffers the same was as we do CompuState
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image_buffers: Vec<std::sync::Arc<vulkano::image::attachment::AttachmentImage>>,
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image_buffer_handles: Vec<Arc<u32>>,
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texture_buffers: Vec<Arc<ImmutableImage<Format>>>,
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texture_buffer_handles: Vec<Arc<u32>>,
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shader_buffers: HashMap<ShaderType, ShaderKernels>,
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shader_buffer_handles: Vec<Arc<u32>>,
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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<ColoredVertex2D>,
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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<u32>, Vec<Vec<Vertex2D>>>,
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textured_vertex_buffer: HashMap<Arc<u32>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
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image_drawables: HashMap<Arc<u32>, Vec<Vec<Vertex2D>>>,
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image_vertex_buffer: HashMap<Arc<u32>, 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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queue: Arc<Queue>,
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device: Arc<Device>,
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}
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impl Canvas {
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// This method is called once during initialization, then again whenever the window is resized
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pub fn window_size_dependent_setup(&mut self, images: &[Arc<SwapchainImage<Window>>])
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-> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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self.dynamic_state.viewports =
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Some(vec![Viewport {
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origin: [0.0, 0.0],
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dimensions: [dimensions.width() as f32, dimensions.height() as f32],
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depth_range: 0.0..1.0,
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}]);
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images.iter().map(|image| {
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Arc::new(
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Framebuffer::start(self.shader_kernels.get(&ShaderType::SOLID).unwrap().render_pass.clone())
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.add(image.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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}
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// needs to take in the texture list
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pub fn new(queue: Arc<Queue>,
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device: Arc<Device>,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> Canvas {
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let solid_color_kernel = String::from("color-passthrough");
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let texture_kernel = String::from("simple_texture");
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let shader_kernels : HashMap<ShaderType, ShaderKernels> = HashMap::from_iter(vec![
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(ShaderType::SOLID, ShaderKernels::new(solid_color_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone())),
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(ShaderType::TEXTURED, ShaderKernels::new(texture_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone()))
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]);
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Canvas {
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shader_kernels: Default::default(),
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texture_store: Default::default(),
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dynamic_state: DynamicState { line_width: None, viewports: None, scissors: None },
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sampler: Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
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image_buffers: vec![],
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image_buffer_handles: vec![],
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texture_buffers: vec![],
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texture_buffer_handles: vec![],
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shader_buffers: Default::default(),
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shader_buffer_handles: vec![],
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colored_drawables: vec![],
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colored_vertex_buffer: vec![],
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textured_drawables: Default::default(),
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textured_vertex_buffer: Default::default(),
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image_drawables: Default::default(),
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image_vertex_buffer: Default::default(),
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queue: queue.clone(),
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device: device.clone(),
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}
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}
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pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<u32> {
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self.image_buffers.push(
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AttachmentImage::with_usage(
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self.device.clone(),
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[dimensions.0, dimensions.1],
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Format::R8G8B8A8Uint,
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usage).unwrap());
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let id = Arc::new(self.image_buffers.len() as u32);
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self.image_buffer_handles.push(id.clone());
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id
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}
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pub fn get_image(&self, image_handle: Arc<u32>) -> std::sync::Arc<vulkano::image::attachment::AttachmentImage> {
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self.image_buffers.get((*image_handle).clone() as usize).unwrap().clone()
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}
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// TODO Handle file not found gracefully
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fn get_texture_from_file(&self, image_filename: String) -> Arc<ImmutableImage<Format>> {
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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let mut compute_path = project_root.clone();
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compute_path.push(PathBuf::from("resources/images/"));
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compute_path.push(PathBuf::from(image_filename));
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let img = image::open(compute_path).expect("Couldn't find image");
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let xy = img.dimensions();
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let data_length = xy.0 * xy.1 * 4;
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let pixel_count = img.raw_pixels().len();
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let mut image_buffer = Vec::new();
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if pixel_count != data_length as usize {
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println!("Creating apha channel...");
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for i in img.raw_pixels().iter() {
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if (image_buffer.len() + 1) % 4 == 0 {
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image_buffer.push(255);
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}
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image_buffer.push(*i);
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}
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image_buffer.push(255);
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} else {
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image_buffer = img.raw_pixels();
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}
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let (texture, tex_future) = ImmutableImage::from_iter(
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image_buffer.iter().cloned(),
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Dimensions::Dim2d { width: xy.0, height: xy.1 },
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Format::R8G8B8A8Srgb,
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self.queue.clone(),
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).unwrap();
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texture
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}
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pub fn load_texture_from_filename(&mut self, filename: String) -> Arc<ImmutableImage<Format>> {
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if self.texture_store.contains_key(&filename.clone()) {
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println!("{} Already exists, not going to replace it.", filename.clone());
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self.texture_store.get(&filename.clone()).unwrap().clone()
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} else {
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let texture = self.get_texture_from_file(filename.clone());
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self.texture_store.insert(filename, texture.clone());
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texture
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}
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}
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pub fn load_texture(&mut self, filename: String) -> Option<Arc<u32>> {
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let texture_buffer = self.get_texture_from_file(filename.clone());
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self.texture_buffers.push(texture_buffer.clone());
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let id = Arc::new(self.texture_buffers.len() as u32);
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self.texture_buffer_handles.push(id.clone());
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Some(id)
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}
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// After done using this, need to call allocated vertex buffers
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pub fn draw(&mut self, canvas_frame: CanvasFrame) {
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self.textured_drawables = canvas_frame.textured_drawables;
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self.colored_drawables = canvas_frame.colored_drawables;
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self.image_drawables = canvas_frame.image_drawables;
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self.allocate_vertex_buffers(self.device.clone());
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}
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fn get_texture(&self, texture_id: String) -> Arc<ImmutableImage<Format>> {
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if let Some(i) = self.texture_store.get(&texture_id) {
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return i.clone();
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} else {
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panic!("{} : Texture not loaded", texture_id);
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}
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}
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pub fn allocate_vertex_buffers(&mut self, device: Arc<Device>) {
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self.colored_vertex_buffer.clear();
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self.textured_vertex_buffer.clear();
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self.image_vertex_buffer.clear();
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//TODO should probably use cpu accessible buffer instead of recreating immutes each frame
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// CpuAccessibleBuffer::from_iter(
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// device.clone(),
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// BufferUsage::vertex_buffer(),
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// self.colored_drawables.iter().cloned(),
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// ).unwrap().0;
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self.colored_vertex_buffer.push(
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ImmutableBuffer::from_iter(
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self.colored_drawables.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0
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);
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for (k, v) in self.textured_drawables.drain() {
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self.textured_vertex_buffer.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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v.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0,
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);
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}
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}
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fn get_solid_color_descriptor_set(&self) -> Box<dyn DescriptorSet + Send + Sync> {
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println!("{}", self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone().num_sets());
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(&ShaderType::SOLID).unwrap().clone().get_pipeline().clone(), 0,
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).build().unwrap());
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o
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}
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fn get_textured_descriptor_set(&self, texture_id: String)
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-> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(&ShaderType::TEXTURED).unwrap().clone().get_pipeline().clone(), 0,
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)
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.add_sampled_image(self.get_texture(texture_id), self.sampler.clone()).unwrap()
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.build().unwrap());
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o
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}
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// This is the image which is written to by the write compute buffer
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// I suppose I could just have a general image set maker instead of compue... they are
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// somewhat similar
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fn get_compute_swap_descriptor_set(&mut self,
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device: Arc<Device>,
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compute_image: &ComputeImage) -> Box<dyn DescriptorSet + Send + Sync> {
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let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap();
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(&ShaderType::IMAGE).clone().unwrap().clone().get_pipeline(), 0,
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)
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.add_image(compute_image.clone().get_swap_buffer().clone()).unwrap()
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.build().unwrap());
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o
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}
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pub fn draw_commands(&self,
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mut command_buffer: AutoCommandBufferBuilder,
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framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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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 mut command_buffer = command_buffer.begin_render_pass(
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framebuffers[image_num].clone(), false, clear_values.clone(),
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).unwrap();
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for (shader_type, kernel) in self.shader_kernels.clone().iter() {
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match shader_type {
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ShaderType::SOLID => {
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command_buffer = command_buffer.draw(
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kernel.clone().get_pipeline().clone(),
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&self.dynamic_state.clone(),
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self.colored_vertex_buffer.clone(),
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(), (),
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).unwrap();
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}
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ShaderType::TEXTURED => {
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// command_buffer = command_buffer.draw(
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// kernel.clone().get_pipeline().clone(),
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// &dynamic_state.clone(), self.textured_vertex_buffer.clone(),
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// vec![self.get_textured_descriptor_set(String::from("funky-bird.jpg"))], ()
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// ).unwrap();
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}
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ShaderType::IMAGE => {
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}
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}
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}
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command_buffer
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.end_render_pass()
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.unwrap()
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}
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}
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