going to save here. re-evaluating drawable now that runtimevertexdef is in

This commit is contained in:
2020-02-05 20:02:06 -08:00
parent 1fde36e42c
commit 0c1f513225
16 changed files with 166 additions and 198 deletions

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@@ -13,7 +13,6 @@ All buffers will have a coupled handle type stored in the [[/src/canvas/mod.rs|c
===== CanvasImage =====
@@ -43,7 +42,3 @@ Container class for

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@@ -32,7 +32,13 @@ I like this immediate interface for this simple style of UI and drawing.
@todo finish this
Now. The CanvasFrame is closely coupled with the Drawable trait, the object which allows CanvasFrame to ingest all drawable object on a single interface
Drawable needs a few things:
Handle to the Texture or Image it is using
Vertices describing it
(vertices will be character data for text)
Instances?
--------------------

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@@ -4,7 +4,7 @@ Creation-Date: 2020-02-03T23:30:41-08:00
====== CanvasState ======
[[~/source/Trac3r-rust/doc/sfml_rust/canvas/struct.CanvasState.html|Documentation]]
[[/doc/sfml_rust/canvas/canvas_state/struct.CanvasState.html|Documentation]]
===== Details =====
@@ -12,7 +12,7 @@ Creation-Date: 2020-02-03T23:30:41-08:00
**window_size_dependent_setup** is currently hosted inside this class. If a second graphics class is added I will add some shared library for this to live.
**render_pass **the render pass is created with our depth stencil data **D32Sfloat_S8Uint** and the color attachment for the render output. This is highly 2D dependent
**render_pass **the render pass is created with our depth stencil/color data **D32Sfloat_S8Uint **attachment for the render output. This is highly shader dependent. Also depends on the DynamicState
===== Interface =====
@@ -22,7 +22,9 @@ Creation-Date: 2020-02-03T23:30:41-08:00
The class then interacts with these stored items by taking and executing a list of operations to perform on them.
CanvasFrame
Going to need some interface for getting vertices.
Some interface for getting the texture or image
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@@ -13,10 +13,53 @@ Main Systems:
Docs
[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
[[CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
[[DynamicVertex]]
[[DynamicVertex]]
[[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 the state container itself and one API class for users to interact with, in addition to a set of 'managed' objects
Buffers and Handles are at one level, shared with text which is unrelated.
Why do I hold the shader handles (CompiledShaderHandle)
In Shader lie the shader compilers, pipelines, and supporting data.
**Current Question:**
Where do I put the CompiledShaderHandles?
I need to put them where I create them. The actual shader doesn't.
--------------------
├── canvas
│   ├── canvas_frame.rs
│   ├── canvas_state.rs