Added sprite and better vertex format. works, but now I lost texturing
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@@ -1,6 +1,6 @@
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer, DeviceLocalBuffer, ImmutableBuffer, BufferAccess};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSet, StdDescriptorPoolAlloc, DescriptorSetDesc};
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use vulkano::device::{Device, DeviceExtensions, QueuesIter, Queue};
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use vulkano::instance::{Instance, InstanceExtensions, PhysicalDevice, QueueFamily};
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use vulkano::pipeline::{ComputePipeline, GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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@@ -18,7 +18,7 @@ use image::GenericImage;
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use shade_runner::{ComputeLayout, CompileError, FragLayout, FragInput, FragOutput, VertInput, VertOutput, VertLayout, CompiledShaders, Entry};
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use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, PersistentDescriptorSetImg, PersistentDescriptorSetSampler};
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use shaderc::CompileOptions;
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use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError};
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use vulkano::swapchain::acquire_next_image;
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@@ -26,7 +26,7 @@ use vulkano::image::swapchain::SwapchainImage;
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use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
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use vulkano_win::VkSurfaceBuild;
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use vulkano::pipeline::vertex::{SingleBufferDefinition, Vertex};
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use vulkano::descriptor::PipelineLayoutAbstract;
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use vulkano::descriptor::{PipelineLayoutAbstract, DescriptorSet};
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use std::alloc::Layout;
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use vulkano::pipeline::viewport::Viewport;
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use image::ImageFormat;
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@@ -37,6 +37,7 @@ use vulkano::format::Format;
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use vulkano::sampler::{Sampler, Filter, MipmapMode, SamplerAddressMode};
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use image::flat::NormalForm::ColumnMajorPacked;
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use crate::vkprocessor::SimpleSpecializationConstants;
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use crate::vertex_2d::ColoredVertex2D;
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struct EntryPoint<'a> {
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compiled_shaders: CompiledShaders,
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@@ -46,35 +47,18 @@ struct EntryPoint<'a> {
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fragment_shader_module: Arc<ShaderModule>,
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}
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#[derive(Default, Debug, Clone)]
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struct tVertex { position: [f32; 2] }
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#[derive(Clone)]
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pub struct ShaderKernels {
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pub swapchain : Arc<Swapchain<Window>>,
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pub swapchain_images: Vec<Arc<SwapchainImage<Window>>>, // Surface which is drawn to
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//pub physical: PhysicalDevice<'a>,
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//shader: CompiledShaders,
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//options: CompileOptions<'a>,
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pub render_pass: Arc<RenderPassAbstract + Send + Sync>,
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pub graphics_pipeline: Option<Arc<GraphicsPipelineAbstract + Sync + Send>>,
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device: Arc<Device>,
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// entry_point: EntryPoint<'a>,
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}
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// return the frame buffers
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/*
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let mut framebuffers =
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window_size_dependent_setup(&self.images.clone().unwrap().clone(),
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self.render_pass.clone().unwrap().clone(),
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&mut self.dynamic_state);
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*/
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impl ShaderKernels {
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fn get_path(filename: String) -> (PathBuf, PathBuf) {
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@@ -237,7 +221,6 @@ impl ShaderKernels {
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}
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).unwrap());
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vulkano::impl_vertex!(tVertex, position);
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ShaderKernels {
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@@ -250,7 +233,7 @@ impl ShaderKernels {
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// We need to indicate the layout of the vertices.
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// The type `SingleBufferDefinition` actually contains a template parameter corresponding
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// to the type of each vertex. But in this code it is automatically inferred.
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.vertex_input_single_buffer::<tVertex>()
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.vertex_input_single_buffer::<ColoredVertex2D>()
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// A Vulkan shader can in theory contain multiple entry points, so we have to specify
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// which one. The `main` word of `main_entry_point` actually corresponds to the name of
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@@ -261,7 +244,7 @@ impl ShaderKernels {
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third_constant: 0.0,
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})
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// The content of the vertex buffer describes a list of triangles.
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.triangle_fan()
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.triangle_list_with_adjacency()
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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// See `vertex_shader`.
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