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131 lines
3.4 KiB
131 lines
3.4 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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====== Home ======
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[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
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Main Systems:
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[[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|Spri]][[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|te]]
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[[CanvasContainerClasses]]
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Docs
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[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
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[[CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
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[[DynamicVertex]]
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[[CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]]
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--------------------
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====== Warming Up ======
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Currently I'm getting my bearings again on this project.
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=== canvas ===
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I made a maybe(?) good change to the heirarchy of the canvas. Hiding the construction of handles from anything outside.
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Currently, canvas is separated out to the state container itself and one API class for users to interact with, in addition to a set of 'managed' objects
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Buffers and Handles are at one level, shared with text which is unrelated.
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Why do I hold the shader handles (CompiledShaderHandle)
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In Shader lie the shader compilers, pipelines, and supporting data.
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**Current Question:**
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Where do I put the CompiledShaderHandles?
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I need to put them where I create them. The actual shader doesn't.
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=== canvas frame ===
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The current workflow:
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enum of vertex types
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sprite holds vertex::type1
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poly holds vertex::type2
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canvasframe holds <enumType>
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canvasState.run takes canvasFrame<enumType>
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canvasState.draw_commands_test(command_buffer, framebuffers, image_num, canvas_frame);
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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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