going to save here. re-evaluating drawable now that runtimevertexdef is in
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@@ -13,7 +13,6 @@ All buffers will have a coupled handle type stored in the [[/src/canvas/mod.rs|c
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===== CanvasImage =====
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@@ -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.
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@todo finish this
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Now. The CanvasFrame is closely coupled with the Drawable trait, the object which allows CanvasFrame to ingest all drawable object on a single interface
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Drawable needs a few things:
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Handle to the Texture or Image it is using
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Vertices describing it
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(vertices will be character data for text)
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Instances?
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--------------------
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@@ -4,7 +4,7 @@ Creation-Date: 2020-02-03T23:30:41-08:00
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====== CanvasState ======
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[[~/source/Trac3r-rust/doc/sfml_rust/canvas/struct.CanvasState.html|Documentation]]
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[[/doc/sfml_rust/canvas/canvas_state/struct.CanvasState.html|Documentation]]
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===== Details =====
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@@ -12,7 +12,7 @@ Creation-Date: 2020-02-03T23:30:41-08:00
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**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.
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**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
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**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
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===== Interface =====
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@@ -22,7 +22,9 @@ Creation-Date: 2020-02-03T23:30:41-08:00
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The class then interacts with these stored items by taking and executing a list of operations to perform on them.
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CanvasFrame
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Going to need some interface for getting vertices.
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Some interface for getting the texture or image
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--------------------
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@@ -13,10 +13,53 @@ Main Systems:
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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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[[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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--------------------
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├── canvas
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│ ├── canvas_frame.rs
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│ ├── canvas_state.rs
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