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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Source to the Rust file `src/canvas/canvas.rs`."><meta name="keywords" content="rust, rustlang, rust-lang"><title>canvas.rs.html -- source</title><link rel="stylesheet" type="text/css" href="../../../normalize.css"><link rel="stylesheet" type="text/css" href="../../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../../dark.css"><link rel="stylesheet" type="text/css" href="../../../light.css" id="themeStyle"><script src="../../../storage.js"></script><noscript><link rel="stylesheet" href="../../../noscript.css"></noscript><link rel="shortcut icon" href="../../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../../down-arrow.svg");}</style></head><body class="rustdoc source"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">&#9776;</div><a href='../../../sfml_rust/index.html'><div class='logo-container'><img src='../../../rust-logo.png' alt='logo'></div></a></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press S to search, ? for more options…" type="search"></div><a id="settings-menu" href="../../../settings.html"><img src="../../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><pre class="line-numbers"><span id="1"> 1</span>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">util</span>::<span class="ident">vertex_2d</span>::{<span class="ident">Vertex2D</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">command_buffer</span>::{<span class="ident">AutoCommandBufferBuilder</span>, <span class="ident">DynamicState</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::<span class="ident">HashMap</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">buffer</span>::{<span class="ident">BufferAccess</span>, <span class="ident">BufferUsage</span>, <span class="ident">ImmutableBuffer</span>, <span class="ident">CpuAccessibleBuffer</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">format</span>::{<span class="ident">ClearValue</span>, <span class="ident">Format</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">framebuffer</span>::{<span class="ident">FramebufferAbstract</span>, <span class="ident">Framebuffer</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">device</span>::{<span class="ident">Device</span>, <span class="ident">Queue</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">instance</span>::<span class="ident">PhysicalDevice</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">image</span>::<span class="ident">immutable</span>::<span class="ident">ImmutableImage</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">image</span>::{<span class="ident">Dimensions</span>, <span class="ident">ImageAccess</span>, <span class="ident">ImageDimensions</span>, <span class="ident">SwapchainImage</span>, <span class="ident">ImageUsage</span>, <span class="ident">AttachmentImage</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">sampler</span>::{<span class="ident">Sampler</span>, <span class="ident">SamplerAddressMode</span>, <span class="ident">MipmapMode</span>, <span class="ident">Filter</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">descriptor</span>::<span class="ident">DescriptorSet</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">descriptor</span>::<span class="ident">descriptor_set</span>::<span class="ident">PersistentDescriptorSet</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">path</span>::<span class="ident">PathBuf</span>;
<span class="kw">use</span> <span class="ident">image</span>::<span class="ident">GenericImageView</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">iter</span>::<span class="ident">FromIterator</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">swapchain</span>::<span class="ident">Capabilities</span>;
<span class="kw">use</span> <span class="ident">winit</span>::<span class="ident">Window</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">viewport</span>::<span class="ident">Viewport</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">descriptor</span>::<span class="ident">descriptor</span>::<span class="ident">DescriptorDescTy</span>::<span class="ident">TexelBuffer</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">canvas_frame</span>::<span class="ident">CanvasFrame</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">hash</span>::<span class="ident">Hash</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">generic_shader</span>::<span class="ident">GenericShader</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">common</span>::<span class="ident">CompiledGraphicsPipeline</span>;
<span class="kw">use</span> <span class="ident">shade_runner</span>::<span class="ident">CompiledShader</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::{<span class="ident">CanvasTextureHandle</span>, <span class="ident">CanvasImageHandle</span>};
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">dynamic_vertex</span>::<span class="ident">RuntimeVertexDef</span>;
<span class="comment">// Canvas is the accumulator of Sprites for drawing</span>
<span class="comment">// Needs to know:</span>
<span class="comment">// textured?</span>
<span class="comment">// colored?</span>
<span class="comment">// vertices</span>
<span class="comment">/*
If it is textured. It needs to be rendered with the texture shader which requires a separate
graphics pipeline. Might as well have a new render pass as well.
So framebuffer is tied to the swapchains images as well as the renderpass
it appears that renderpass is tied to the individual shader
*/</span>
<span class="comment">// I want to be able to draw 2d sprites.</span>
<span class="comment">// These sprites might be textured or a single color</span>
<span class="comment">// All of the single colors will be grouped into one batch using colored vertices.</span>
<span class="comment">// The rest will be grouped by their texture and run individually</span>
<span class="kw">pub</span> <span class="kw">trait</span> <span class="ident">Vertex</span> {
<span class="kw">fn</span> <span class="ident">position</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> (<span class="ident">f32</span>, <span class="ident">f32</span>) {
(<span class="number">0.0</span>, <span class="number">0.0</span>)
}
<span class="kw">fn</span> <span class="ident">color</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="prelude-ty">Option</span><span class="op">&lt;</span>(<span class="ident">f32</span>, <span class="ident">f32</span>, <span class="ident">f32</span>, <span class="ident">f32</span>)<span class="op">&gt;</span> {
<span class="prelude-val">Some</span>((<span class="number">0.</span>, <span class="number">0.</span>, <span class="number">0.</span>, <span class="number">0.</span>))
}
}
<span class="kw">pub</span> <span class="kw">trait</span> <span class="ident">Drawable</span> {
<span class="kw">fn</span> <span class="ident">get_vertices</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Vec</span><span class="op">&lt;</span>(<span class="ident">f32</span>, <span class="ident">f32</span>)<span class="op">&gt;</span>;
<span class="kw">fn</span> <span class="ident">get_color</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> (<span class="ident">f32</span>, <span class="ident">f32</span>, <span class="ident">f32</span>, <span class="ident">f32</span>);
<span class="kw">fn</span> <span class="ident">get_texture_handle</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span><span class="op">&gt;</span>;
<span class="kw">fn</span> <span class="ident">get_image_handle</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span><span class="op">&gt;</span>;
}
<span class="comment">// Need three types of shaders. Solid, Textured, Image</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>, <span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">enum</span> <span class="ident">ShaderType</span> {
<span class="ident">SOLID</span> <span class="op">=</span> <span class="number">0</span>,
<span class="ident">TEXTURED</span> <span class="op">=</span> <span class="number">1</span>,
<span class="ident">IMAGE</span> <span class="op">=</span> <span class="number">2</span>,
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasTexture</span> {
<span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span>,
<span class="ident">buffer</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">ImmutableImage</span><span class="op">&lt;</span><span class="ident">Format</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">name</span>: <span class="ident">String</span>,
<span class="ident">size</span>: (<span class="ident">u32</span>, <span class="ident">u32</span>),
}
<span class="kw">impl</span> <span class="ident">CanvasTexture</span> {
<span class="kw">fn</span> <span class="ident">get_descriptor_set</span>(<span class="kw-2">&amp;</span><span class="self">self</span>,
<span class="ident">shader</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipeline</span><span class="op">&gt;</span>,
<span class="ident">sampler</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Sampler</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">o</span>: <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Box</span>::<span class="ident">new</span>(
<span class="ident">PersistentDescriptorSet</span>::<span class="ident">start</span>(
<span class="ident">shader</span>.<span class="ident">clone</span>().<span class="ident">get_pipeline</span>().<span class="ident">clone</span>(), <span class="number">0</span>,
)
.<span class="ident">add_sampled_image</span>(<span class="self">self</span>.<span class="ident">buffer</span>.<span class="ident">clone</span>(), <span class="ident">sampler</span>.<span class="ident">clone</span>()).<span class="ident">unwrap</span>()
.<span class="ident">build</span>().<span class="ident">unwrap</span>());
<span class="ident">o</span>
}
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasImage</span> {
<span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span>,
<span class="ident">buffer</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">AttachmentImage</span><span class="op">&gt;</span>,
<span class="ident">size</span>: (<span class="ident">u32</span>, <span class="ident">u32</span>),
}
<span class="kw">impl</span> <span class="ident">CanvasImage</span> {
<span class="kw">fn</span> <span class="ident">get_descriptor_set</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">shader</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipeline</span><span class="op">&gt;</span>)
<span class="op">-</span><span class="op">&gt;</span> <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">o</span>: <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Box</span>::<span class="ident">new</span>(
<span class="ident">PersistentDescriptorSet</span>::<span class="ident">start</span>(
<span class="ident">shader</span>.<span class="ident">clone</span>().<span class="ident">get_pipeline</span>().<span class="ident">clone</span>(), <span class="number">0</span>,
)
.<span class="ident">add_image</span>(<span class="self">self</span>.<span class="ident">buffer</span>.<span class="ident">clone</span>()).<span class="ident">unwrap</span>()
.<span class="ident">build</span>().<span class="ident">unwrap</span>());
<span class="ident">o</span>
}
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasState</span> {
<span class="ident">dynamic_state</span>: <span class="ident">DynamicState</span>,
<span class="ident">sampler</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Sampler</span><span class="op">&gt;</span>,
<span class="comment">// hold the image, texture, and shader buffers the same was as we do CompuState</span>
<span class="ident">image_buffers</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImage</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">texture_buffers</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTexture</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">shader_buffers</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">String</span>, <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipeline</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="comment">// Hold onto the vertices we get from the Compu and Canvas Frames</span>
<span class="comment">// When the run comes around, push the vertices to the GPU</span>
<span class="ident">colored_drawables</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span>,
<span class="ident">colored_vertex_buffer</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span>(<span class="kw">dyn</span> <span class="ident">BufferAccess</span> <span class="op">+</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">Send</span> <span class="op">+</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">Sync</span>)<span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">textured_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">textured_vertex_buffer</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span>, <span class="ident">Arc</span><span class="op">&lt;</span>(<span class="kw">dyn</span> <span class="ident">BufferAccess</span> <span class="op">+</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">Send</span> <span class="op">+</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">Sync</span>)<span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">image_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">image_vertex_buffer</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span>, <span class="ident">Arc</span><span class="op">&lt;</span>(<span class="kw">dyn</span> <span class="ident">BufferAccess</span> <span class="op">+</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">Send</span> <span class="op">+</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">Sync</span>)<span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="comment">// Looks like we gotta hold onto the queue for managing textures</span>
<span class="ident">queue</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Queue</span><span class="op">&gt;</span>,
<span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>,
}
<span class="kw">impl</span> <span class="ident">CanvasState</span> {
<span class="comment">// This method is called once during initialization, then again whenever the window is resized</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">window_size_dependent_setup</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">images</span>: <span class="kw-2">&amp;</span>[<span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">SwapchainImage</span><span class="op">&lt;</span><span class="ident">Window</span><span class="op">&gt;</span><span class="op">&gt;</span>])
<span class="op">-</span><span class="op">&gt;</span> <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">FramebufferAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">dimensions</span> <span class="op">=</span> <span class="ident">images</span>[<span class="number">0</span>].<span class="ident">dimensions</span>();
<span class="self">self</span>.<span class="ident">dynamic_state</span>.<span class="ident">viewports</span> <span class="op">=</span>
<span class="prelude-val">Some</span>(<span class="macro">vec</span><span class="macro">!</span>[<span class="ident">Viewport</span> {
<span class="ident">origin</span>: [<span class="number">0.0</span>, <span class="number">0.0</span>],
<span class="ident">dimensions</span>: [<span class="ident">dimensions</span>.<span class="ident">width</span>() <span class="kw">as</span> <span class="ident">f32</span>, <span class="ident">dimensions</span>.<span class="ident">height</span>() <span class="kw">as</span> <span class="ident">f32</span>],
<span class="ident">depth_range</span>: <span class="number">0.0</span>..<span class="number">1.0</span>,
}]);
<span class="ident">images</span>.<span class="ident">iter</span>().<span class="ident">map</span>(<span class="op">|</span><span class="ident">image</span><span class="op">|</span> {
<span class="ident">Arc</span>::<span class="ident">new</span>(
<span class="ident">Framebuffer</span>::<span class="ident">start</span>(<span class="self">self</span>.<span class="ident">shader_buffers</span>.<span class="ident">get</span>(<span class="string">&quot;color-passthrough&quot;</span>).<span class="ident">unwrap</span>().<span class="ident">get_renderpass</span>().<span class="ident">clone</span>())
.<span class="ident">add</span>(<span class="ident">image</span>.<span class="ident">clone</span>()).<span class="ident">unwrap</span>()
.<span class="ident">build</span>().<span class="ident">unwrap</span>()
) <span class="kw">as</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">FramebufferAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>
}).<span class="ident">collect</span>::<span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="kw">_</span><span class="op">&gt;</span><span class="op">&gt;</span>()
}
<span class="comment">// needs to take in the texture list</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">new</span>(<span class="ident">queue</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Queue</span><span class="op">&gt;</span>,
<span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>,
<span class="ident">physical</span>: <span class="ident">PhysicalDevice</span>,
<span class="ident">capabilities</span>: <span class="ident">Capabilities</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">CanvasState</span> {
<span class="kw">let</span> <span class="ident">solid_color_kernel</span> <span class="op">=</span> <span class="ident">String</span>::<span class="ident">from</span>(<span class="string">&quot;color-passthrough&quot;</span>);
<span class="kw">let</span> <span class="ident">texture_kernel</span> <span class="op">=</span> <span class="ident">String</span>::<span class="ident">from</span>(<span class="string">&quot;simple_texture&quot;</span>);
<span class="ident">CanvasState</span> {
<span class="ident">dynamic_state</span>: <span class="ident">DynamicState</span> { <span class="ident">line_width</span>: <span class="prelude-val">None</span>, <span class="ident">viewports</span>: <span class="prelude-val">None</span>, <span class="ident">scissors</span>: <span class="prelude-val">None</span>, <span class="ident">compare_mask</span>: <span class="prelude-val">None</span>, <span class="ident">write_mask</span>: <span class="prelude-val">None</span>, <span class="ident">reference</span>: <span class="prelude-val">None</span> },
<span class="ident">sampler</span>: <span class="ident">Sampler</span>::<span class="ident">new</span>(<span class="ident">device</span>.<span class="ident">clone</span>(), <span class="ident">Filter</span>::<span class="ident">Linear</span>, <span class="ident">Filter</span>::<span class="ident">Linear</span>,
<span class="ident">MipmapMode</span>::<span class="ident">Nearest</span>, <span class="ident">SamplerAddressMode</span>::<span class="ident">Repeat</span>, <span class="ident">SamplerAddressMode</span>::<span class="ident">Repeat</span>,
<span class="ident">SamplerAddressMode</span>::<span class="ident">Repeat</span>, <span class="number">0.0</span>, <span class="number">1.0</span>, <span class="number">0.0</span>, <span class="number">0.0</span>).<span class="ident">unwrap</span>(),
<span class="ident">image_buffers</span>: <span class="macro">vec</span><span class="macro">!</span>[],
<span class="ident">texture_buffers</span>: <span class="macro">vec</span><span class="macro">!</span>[],
<span class="ident">shader_buffers</span>: <span class="ident">HashMap</span>::<span class="ident">from_iter</span>(<span class="macro">vec</span><span class="macro">!</span>[
<span class="comment">// (solid_color_kernel.clone(), Arc::new(GenericShader::new(solid_color_kernel.clone(),</span>
<span class="comment">// device.clone(),</span>
<span class="comment">//</span>
<span class="comment">// capabilities.clone(),</span>
<span class="comment">// queue.clone(),</span>
<span class="comment">// physical.clone(),</span>
<span class="comment">// ))),</span>
<span class="comment">// (solid_color_kernel.clone(), Arc::new(CanvasShader::new_colored(solid_color_kernel.clone(),</span>
<span class="comment">// capabilities.clone(),</span>
<span class="comment">// queue.clone(),</span>
<span class="comment">// physical.clone(),</span>
<span class="comment">// device.clone()))</span>
<span class="comment">// ),</span>
<span class="comment">// (texture_kernel.clone(), Arc::new(CanvasShader::new_textured(texture_kernel.clone(),</span>
<span class="comment">// capabilities.clone(),</span>
<span class="comment">// queue.clone(),</span>
<span class="comment">// physical.clone(),</span>
<span class="comment">// device.clone()))</span>
<span class="comment">// ),</span>
]),
<span class="ident">colored_drawables</span>: <span class="macro">vec</span><span class="macro">!</span>[],
<span class="ident">colored_vertex_buffer</span>: <span class="macro">vec</span><span class="macro">!</span>[],
<span class="ident">textured_drawables</span>: <span class="ident">HashMap</span>::<span class="ident">default</span>(),
<span class="ident">textured_vertex_buffer</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
<span class="ident">image_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
<span class="ident">image_vertex_buffer</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
<span class="ident">queue</span>: <span class="ident">queue</span>.<span class="ident">clone</span>(),
<span class="ident">device</span>: <span class="ident">device</span>.<span class="ident">clone</span>(),
}
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">create_image</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">dimensions</span>: (<span class="ident">u32</span>, <span class="ident">u32</span>), <span class="ident">usage</span>: <span class="ident">ImageUsage</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">handle</span> <span class="op">=</span> <span class="ident">Arc</span>::<span class="ident">new</span>(<span class="ident">CanvasImageHandle</span> { <span class="ident">handle</span>: <span class="self">self</span>.<span class="ident">image_buffers</span>.<span class="ident">len</span>() <span class="kw">as</span> <span class="ident">u32</span>});
<span class="kw">let</span> <span class="ident">image</span> <span class="op">=</span> <span class="ident">CanvasImage</span> {
<span class="ident">handle</span>: <span class="ident">handle</span>.<span class="ident">clone</span>(),
<span class="ident">buffer</span>: <span class="ident">AttachmentImage</span>::<span class="ident">with_usage</span>(
<span class="self">self</span>.<span class="ident">device</span>.<span class="ident">clone</span>(),
[<span class="ident">dimensions</span>.<span class="number">0</span>, <span class="ident">dimensions</span>.<span class="number">1</span>],
<span class="ident">Format</span>::<span class="ident">R8G8B8A8Uint</span>,
<span class="ident">usage</span>).<span class="ident">unwrap</span>(),
<span class="ident">size</span>: <span class="ident">dimensions</span>,
};
<span class="self">self</span>.<span class="ident">image_buffers</span>.<span class="ident">push</span>(<span class="ident">Arc</span>::<span class="ident">new</span>(<span class="ident">image</span>));
<span class="ident">handle</span>
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_image</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">image_handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">AttachmentImage</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">image_buffers</span>.<span class="ident">get</span>((<span class="kw-2">*</span><span class="ident">image_handle</span>).<span class="ident">clone</span>().<span class="ident">handle</span> <span class="kw">as</span> <span class="ident">usize</span>).<span class="ident">unwrap</span>()
.<span class="ident">clone</span>().<span class="ident">buffer</span>.<span class="ident">clone</span>()
}
<span class="comment">// TODO Handle file not found gracefully</span>
<span class="kw">fn</span> <span class="ident">get_texture_from_file</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">image_filename</span>: <span class="ident">String</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">ImmutableImage</span><span class="op">&lt;</span><span class="ident">Format</span><span class="op">&gt;</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">project_root</span> <span class="op">=</span>
<span class="ident">std</span>::<span class="ident">env</span>::<span class="ident">current_dir</span>()
.<span class="ident">expect</span>(<span class="string">&quot;failed to get root directory&quot;</span>);
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">compute_path</span> <span class="op">=</span> <span class="ident">project_root</span>.<span class="ident">clone</span>();
<span class="ident">compute_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="string">&quot;resources/images/&quot;</span>));
<span class="ident">compute_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="ident">image_filename</span>));
<span class="kw">let</span> <span class="ident">img</span> <span class="op">=</span> <span class="ident">image</span>::<span class="ident">open</span>(<span class="ident">compute_path</span>).<span class="ident">expect</span>(<span class="string">&quot;Couldn&#39;t find image&quot;</span>);
<span class="kw">let</span> <span class="ident">xy</span> <span class="op">=</span> <span class="ident">img</span>.<span class="ident">dimensions</span>();
<span class="kw">let</span> <span class="ident">data_length</span> <span class="op">=</span> <span class="ident">xy</span>.<span class="number">0</span> <span class="op">*</span> <span class="ident">xy</span>.<span class="number">1</span> <span class="op">*</span> <span class="number">4</span>;
<span class="kw">let</span> <span class="ident">pixel_count</span> <span class="op">=</span> <span class="ident">img</span>.<span class="ident">raw_pixels</span>().<span class="ident">len</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">image_buffer</span> <span class="op">=</span> <span class="ident">Vec</span>::<span class="ident">new</span>();
<span class="kw">if</span> <span class="ident">pixel_count</span> <span class="op">!</span><span class="op">=</span> <span class="ident">data_length</span> <span class="kw">as</span> <span class="ident">usize</span> {
<span class="macro">println</span><span class="macro">!</span>(<span class="string">&quot;Creating apha channel...&quot;</span>);
<span class="kw">for</span> <span class="ident">i</span> <span class="kw">in</span> <span class="ident">img</span>.<span class="ident">raw_pixels</span>().<span class="ident">iter</span>() {
<span class="kw">if</span> (<span class="ident">image_buffer</span>.<span class="ident">len</span>() <span class="op">+</span> <span class="number">1</span>) <span class="op">%</span> <span class="number">4</span> <span class="op">=</span><span class="op">=</span> <span class="number">0</span> {
<span class="ident">image_buffer</span>.<span class="ident">push</span>(<span class="number">255</span>);
}
<span class="ident">image_buffer</span>.<span class="ident">push</span>(<span class="kw-2">*</span><span class="ident">i</span>);
}
<span class="ident">image_buffer</span>.<span class="ident">push</span>(<span class="number">255</span>);
} <span class="kw">else</span> {
<span class="ident">image_buffer</span> <span class="op">=</span> <span class="ident">img</span>.<span class="ident">raw_pixels</span>();
}
<span class="kw">let</span> (<span class="ident">texture</span>, <span class="ident">tex_future</span>) <span class="op">=</span> <span class="ident">ImmutableImage</span>::<span class="ident">from_iter</span>(
<span class="ident">image_buffer</span>.<span class="ident">iter</span>().<span class="ident">cloned</span>(),
<span class="ident">Dimensions</span>::<span class="ident">Dim2d</span> { <span class="ident">width</span>: <span class="ident">xy</span>.<span class="number">0</span>, <span class="ident">height</span>: <span class="ident">xy</span>.<span class="number">1</span> },
<span class="ident">Format</span>::<span class="ident">R8G8B8A8Srgb</span>,
<span class="self">self</span>.<span class="ident">queue</span>.<span class="ident">clone</span>(),
).<span class="ident">unwrap</span>();
<span class="ident">texture</span>
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">load_texture</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">filename</span>: <span class="ident">String</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">texture_buffer</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">get_texture_from_file</span>(<span class="ident">filename</span>.<span class="ident">clone</span>());
<span class="kw">let</span> <span class="ident">handle</span> <span class="op">=</span> <span class="ident">Arc</span>::<span class="ident">new</span>(<span class="ident">CanvasTextureHandle</span> {
<span class="ident">handle</span>: <span class="self">self</span>.<span class="ident">texture_buffers</span>.<span class="ident">len</span>() <span class="kw">as</span> <span class="ident">u32</span>
});
<span class="kw">let</span> <span class="ident">texture</span> <span class="op">=</span> <span class="ident">Arc</span>::<span class="ident">new</span>(<span class="ident">CanvasTexture</span> {
<span class="ident">handle</span>: <span class="ident">handle</span>.<span class="ident">clone</span>(),
<span class="ident">buffer</span>: <span class="self">self</span>.<span class="ident">get_texture_from_file</span>(<span class="ident">filename</span>.<span class="ident">clone</span>()),
<span class="ident">name</span>: <span class="ident">filename</span>.<span class="ident">clone</span>(),
<span class="ident">size</span>: (<span class="number">0</span>, <span class="number">0</span>),
});
<span class="self">self</span>.<span class="ident">texture_buffers</span>.<span class="ident">push</span>(<span class="ident">texture</span>);
<span class="prelude-val">Some</span>(<span class="ident">handle</span>)
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_texture_handle</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">texture_name</span>: <span class="ident">String</span>)
<span class="op">-</span><span class="op">&gt;</span> <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span><span class="op">&gt;</span> {
<span class="kw">for</span> <span class="ident">i</span> <span class="kw">in</span> <span class="self">self</span>.<span class="ident">texture_buffers</span>.<span class="ident">clone</span>() {
<span class="kw">if</span> <span class="ident">i</span>.<span class="ident">name</span> <span class="op">=</span><span class="op">=</span> <span class="ident">texture_name</span> {
<span class="kw">return</span> <span class="prelude-val">Some</span>(<span class="ident">i</span>.<span class="ident">handle</span>.<span class="ident">clone</span>());
}
}
<span class="prelude-val">None</span>
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_texture</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">texture_handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span>)
<span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">ImmutableImage</span><span class="op">&lt;</span><span class="ident">Format</span><span class="op">&gt;</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">handle</span> <span class="op">=</span> <span class="ident">texture_handle</span>.<span class="ident">handle</span> <span class="kw">as</span> <span class="ident">usize</span>;
<span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">i</span>) <span class="op">=</span> <span class="self">self</span>.<span class="ident">texture_buffers</span>.<span class="ident">get</span>(<span class="ident">handle</span>) {
<span class="kw">return</span> <span class="ident">i</span>.<span class="ident">clone</span>().<span class="ident">buffer</span>.<span class="ident">clone</span>();
} <span class="kw">else</span> {
<span class="macro">panic</span><span class="macro">!</span>(<span class="string">&quot;{} : Texture not loaded&quot;</span>, <span class="ident">handle</span>);
}
}
<span class="comment">// After done using this, need to call allocated vertex buffers</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">draw</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">canvas_frame</span>: <span class="ident">CanvasFrame</span>) {
<span class="self">self</span>.<span class="ident">textured_drawables</span> <span class="op">=</span> <span class="ident">canvas_frame</span>.<span class="ident">textured_drawables</span>;
<span class="self">self</span>.<span class="ident">colored_drawables</span> <span class="op">=</span> <span class="ident">canvas_frame</span>.<span class="ident">colored_drawables</span>;
<span class="self">self</span>.<span class="ident">image_drawables</span> <span class="op">=</span> <span class="ident">canvas_frame</span>.<span class="ident">image_drawables</span>;
<span class="self">self</span>.<span class="ident">allocate_vertex_buffers</span>(<span class="self">self</span>.<span class="ident">device</span>.<span class="ident">clone</span>());
}
<span class="kw">fn</span> <span class="ident">allocate_vertex_buffers</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>) {
<span class="self">self</span>.<span class="ident">colored_vertex_buffer</span>.<span class="ident">clear</span>();
<span class="self">self</span>.<span class="ident">textured_vertex_buffer</span>.<span class="ident">clear</span>();
<span class="self">self</span>.<span class="ident">image_vertex_buffer</span>.<span class="ident">clear</span>();
<span class="comment">//TODO should probably use cpu accessible buffer instead of recreating immutes each frame</span>
<span class="comment">/*
CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::vertex_buffer(),
self.colored_drawables.iter().cloned(),
).unwrap().0;
*/</span>
<span class="self">self</span>.<span class="ident">colored_vertex_buffer</span>.<span class="ident">push</span>(
<span class="ident">ImmutableBuffer</span>::<span class="ident">from_iter</span>(
<span class="self">self</span>.<span class="ident">colored_drawables</span>.<span class="ident">iter</span>().<span class="ident">cloned</span>(),
<span class="ident">BufferUsage</span>::<span class="ident">vertex_buffer</span>(),
<span class="self">self</span>.<span class="ident">queue</span>.<span class="ident">clone</span>(),
).<span class="ident">unwrap</span>().<span class="number">0</span>
);
<span class="kw">for</span> (<span class="ident">k</span>, <span class="ident">v</span>) <span class="kw">in</span> <span class="self">self</span>.<span class="ident">textured_drawables</span>.<span class="ident">drain</span>() {
<span class="self">self</span>.<span class="ident">textured_vertex_buffer</span>.<span class="ident">insert</span>(
<span class="ident">k</span>.<span class="ident">clone</span>(),
<span class="ident">ImmutableBuffer</span>::<span class="ident">from_iter</span>(
<span class="comment">// TODO: bad bad bad adbadbadbab</span>
<span class="ident">v</span>.<span class="ident">first</span>().<span class="ident">unwrap</span>().<span class="ident">iter</span>().<span class="ident">cloned</span>(),
<span class="ident">BufferUsage</span>::<span class="ident">vertex_buffer</span>(),
<span class="self">self</span>.<span class="ident">queue</span>.<span class="ident">clone</span>(),
).<span class="ident">unwrap</span>().<span class="number">0</span>,
);
}
}
<span class="kw">fn</span> <span class="ident">get_solid_color_descriptor_set</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">kernel</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipeline</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">o</span>: <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Box</span>::<span class="ident">new</span>(
<span class="ident">PersistentDescriptorSet</span>::<span class="ident">start</span>(
<span class="ident">kernel</span>.<span class="ident">clone</span>().<span class="ident">get_pipeline</span>().<span class="ident">clone</span>(), <span class="number">0</span>,
).<span class="ident">build</span>().<span class="ident">unwrap</span>());
<span class="ident">o</span>
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">draw_commands</span>(<span class="kw-2">&amp;</span><span class="self">self</span>,
<span class="kw-2">mut</span> <span class="ident">command_buffer</span>: <span class="ident">AutoCommandBufferBuilder</span>,
<span class="ident">framebuffers</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">FramebufferAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">image_num</span>: <span class="ident">usize</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">AutoCommandBufferBuilder</span> {
<span class="comment">// Specify the color to clear the framebuffer with i.e. blue</span>
<span class="kw">let</span> <span class="ident">clear_values</span> <span class="op">=</span> <span class="macro">vec</span><span class="macro">!</span>(<span class="ident">ClearValue</span>::<span class="ident">Float</span>([<span class="number">0.0</span>, <span class="number">0.0</span>, <span class="number">1.0</span>, <span class="number">1.0</span>]));
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">command_buffer</span> <span class="op">=</span> <span class="ident">command_buffer</span>.<span class="ident">begin_render_pass</span>(
<span class="ident">framebuffers</span>[<span class="ident">image_num</span>].<span class="ident">clone</span>(), <span class="bool-val">false</span>, <span class="ident">clear_values</span>.<span class="ident">clone</span>(),
).<span class="ident">unwrap</span>();
<span class="comment">// Solid colors</span>
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">shader</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">shader_buffers</span>.<span class="ident">get</span>(<span class="string">&quot;color-passthrough&quot;</span>).<span class="ident">unwrap</span>().<span class="ident">clone</span>();
<span class="ident">command_buffer</span> <span class="op">=</span> <span class="ident">command_buffer</span>.<span class="ident">draw</span>(
<span class="ident">shader</span>.<span class="ident">get_pipeline</span>().<span class="ident">clone</span>(),
<span class="kw-2">&amp;</span><span class="self">self</span>.<span class="ident">dynamic_state</span>.<span class="ident">clone</span>(),
<span class="self">self</span>.<span class="ident">colored_vertex_buffer</span>.<span class="ident">clone</span>(),
(), (),
).<span class="ident">unwrap</span>();
<span class="comment">// Images</span>
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">shader</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">shader_buffers</span>.<span class="ident">get</span>(<span class="string">&quot;simple_texture&quot;</span>).<span class="ident">unwrap</span>().<span class="ident">clone</span>();
<span class="kw">let</span> <span class="ident">handle</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">get_texture_handle</span>(<span class="ident">String</span>::<span class="ident">from</span>(<span class="string">&quot;funky-bird.jpg&quot;</span>)).<span class="ident">unwrap</span>().<span class="ident">clone</span>();
<span class="comment">// TODO: bad bad bad</span>
<span class="comment">// Only uses the first texture</span>
<span class="kw">let</span> <span class="ident">descriptor_set</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">texture_buffers</span>.<span class="ident">first</span>().<span class="ident">clone</span>().<span class="ident">unwrap</span>().<span class="ident">clone</span>()
.<span class="ident">get_descriptor_set</span>(<span class="ident">shader</span>.<span class="ident">clone</span>(), <span class="self">self</span>.<span class="ident">sampler</span>.<span class="ident">clone</span>());
<span class="kw">let</span> <span class="ident">vertex_buffer</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">textured_vertex_buffer</span>.<span class="ident">get</span>(<span class="kw-2">&amp;</span><span class="ident">handle</span>).<span class="ident">unwrap</span>().<span class="ident">clone</span>();
<span class="ident">command_buffer</span> <span class="op">=</span> <span class="ident">command_buffer</span>.<span class="ident">draw</span>(
<span class="ident">shader</span>.<span class="ident">get_pipeline</span>().<span class="ident">clone</span>(),
<span class="kw-2">&amp;</span><span class="self">self</span>.<span class="ident">dynamic_state</span>.<span class="ident">clone</span>(), <span class="macro">vec</span><span class="macro">!</span>[<span class="ident">vertex_buffer</span>],
<span class="macro">vec</span><span class="macro">!</span>[<span class="ident">descriptor_set</span>], ()
).<span class="ident">unwrap</span>();
<span class="comment">/*for (shader_type, kernel) in self.shader_kernels.clone().iter() {
match shader_type {
ShaderType::SOLID =&gt; {
}
ShaderType::TEXTURED =&gt; {
command_buffer = command_buffer.draw(
kernel.clone().get_pipeline().clone(),
&amp;dynamic_state.clone(), self.textured_vertex_buffer.clone(),
vec![self.get_textured_descriptor_set(String::from(&quot;funky-bird.jpg&quot;))], ()
).unwrap();
}
ShaderType::IMAGE =&gt; {}
}
}*/</span>
<span class="ident">command_buffer</span>
.<span class="ident">end_render_pass</span>()
.<span class="ident">unwrap</span>()
}
}
</pre></div>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">image</span>::{<span class="ident">ImmutableImage</span>, <span class="ident">AttachmentImage</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">format</span>::{<span class="ident">Format</span>, <span class="ident">R8Unorm</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">sampler</span>::<span class="ident">Sampler</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">descriptor</span>::<span class="ident">DescriptorSet</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">descriptor</span>::<span class="ident">descriptor_set</span>::<span class="ident">PersistentDescriptorSet</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">buffer</span>::{<span class="ident">CpuAccessibleBuffer</span>, <span class="ident">BufferAccess</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipelineAbstract</span>;
<span class="kw">use</span> <span class="ident">rusttype</span>::<span class="ident">Font</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::{<span class="ident">CanvasTextureHandle</span>, <span class="ident">CanvasImageHandle</span>, <span class="ident">CanvasFontHandle</span>};
<span class="doccomment">/// Canvas buffer which represents an allocated Texture with a key and dimensions</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasTexture</span> {
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span>,
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">buffer</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">ImmutableImage</span><span class="op">&lt;</span><span class="ident">Format</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">name</span>: <span class="ident">String</span>,
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">size</span>: (<span class="ident">u32</span>, <span class="ident">u32</span>),
}
<span class="kw">impl</span> <span class="ident">CanvasTexture</span> {
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_descriptor_set</span>(<span class="kw-2">&amp;</span><span class="self">self</span>,
<span class="ident">pipeline</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span>,
<span class="ident">sampler</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Sampler</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">o</span>: <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Box</span>::<span class="ident">new</span>(
<span class="ident">PersistentDescriptorSet</span>::<span class="ident">start</span>(
<span class="ident">pipeline</span>.<span class="ident">clone</span>(), <span class="number">0</span>,
)
.<span class="ident">add_sampled_image</span>(<span class="self">self</span>.<span class="ident">buffer</span>.<span class="ident">clone</span>(), <span class="ident">sampler</span>.<span class="ident">clone</span>()).<span class="ident">unwrap</span>()
.<span class="ident">build</span>().<span class="ident">unwrap</span>());
<span class="ident">o</span>
}
}
<span class="doccomment">/// Canvas buffer which represents an allocated image and dimension</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasImage</span> {
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span>,
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">buffer</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">AttachmentImage</span><span class="op">&gt;</span>,
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">size</span>: (<span class="ident">u32</span>, <span class="ident">u32</span>),
}
<span class="kw">impl</span> <span class="ident">CanvasImage</span> {
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_descriptor_set</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">pipeline</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span>)
<span class="op">-</span><span class="op">&gt;</span> <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">o</span>: <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Box</span>::<span class="ident">new</span>(
<span class="ident">PersistentDescriptorSet</span>::<span class="ident">start</span>(
<span class="ident">pipeline</span>.<span class="ident">clone</span>(), <span class="number">0</span>,
)
.<span class="ident">add_image</span>(<span class="self">self</span>.<span class="ident">buffer</span>.<span class="ident">clone</span>()).<span class="ident">unwrap</span>()
.<span class="ident">build</span>().<span class="ident">unwrap</span>());
<span class="ident">o</span>
}
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasFont</span> {
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasFontHandle</span><span class="op">&gt;</span>,
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">buffer</span>: <span class="ident">Arc</span><span class="op">&lt;</span>(<span class="kw">dyn</span> <span class="ident">BufferAccess</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span>)<span class="op">&gt;</span>, <span class="comment">// Font atlas</span>
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">font</span>: <span class="ident">Font</span><span class="op">&lt;</span><span class="lifetime">&#39;static</span><span class="op">&gt;</span>,
<span class="kw">pub</span>(<span class="kw">crate</span>) <span class="ident">name</span>: <span class="ident">String</span>,
}
<span class="kw">impl</span> <span class="ident">CanvasFont</span> {
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_descriptor_set</span>(<span class="ident">pipeline</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span>)
<span class="op">-</span><span class="op">&gt;</span> <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="kw">let</span> <span class="ident">o</span>: <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">DescriptorSet</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Box</span>::<span class="ident">new</span>(
<span class="ident">PersistentDescriptorSet</span>::<span class="ident">start</span>(
<span class="ident">pipeline</span>.<span class="ident">clone</span>(), <span class="number">0</span>,
)
.<span class="ident">build</span>().<span class="ident">unwrap</span>());
<span class="ident">o</span>
}
}
</pre></div>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">util</span>::<span class="ident">vertex_3d</span>::{<span class="ident">Vertex3D</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::<span class="ident">HashMap</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">canvas_state</span>::{<span class="ident">Drawable</span>};
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">text_shader</span>::<span class="ident">GlyphInstance</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">hash</span>::<span class="ident">Hash</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="kw-2">*</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">dynamic_vertex</span>::<span class="ident">RuntimeVertexDef</span>;
<span class="doccomment">///</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasFrame</span> {
<span class="kw">pub</span> <span class="ident">colored_drawables</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span>,
<span class="kw">pub</span> <span class="ident">textured_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasTextureHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="kw">pub</span> <span class="ident">image_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasImageHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">RuntimeVertexDef</span><span class="op">&gt;</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="kw">pub</span> <span class="ident">text_drawables</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CanvasFontHandle</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">GlyphInstance</span><span class="op">&gt;</span><span class="op">&gt;</span>
}
<span class="comment">/*
This is sort of the beginning of our interface with the user definable sprites.
Will be taking in multiple type of items
TEXT
FontHandle
VertexDefintion
color
position
instances (string)
Textured
TextureHandle
VertexDefintion
position
coords
size
Vertex definition is directly correlated to the compiled code. How do I bucket these
I guess I could store them and set handles like I do textures
The only ent that can create these vertex handles is the vkprocessor.
So Text can only get a vertex definition by going like shader.get_definition()
Text
FontHandle
VertexHandle
Drawable must include
shader_handle (but how to I get this to the text? this is runtime)
Okay, no. Maybe a default shader type of setup. With a shader handle override????
Type: Text
Textured
Img
Color
frame.draw(text) {
text.type == TEXT { // When it matches to default text shader
text_shader.get_definition()
text_shader.get_pipeline()
}
...
else { // When the user passes in a shader
text.shader_handle.get_definition()
text.shader_handle.get_pipeline()
}
}
// Has default shader
let text = Text::new(&quot;asdoif&quot;);
let frame = CanvasFrame::new();
frame.draw(text);
vkprocessor.run(frame);
*/</span>
<span class="kw">impl</span> <span class="ident">CanvasFrame</span> {
<span class="doccomment">/// Creates a bare canvas frame with empty accumulators</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">new</span>() <span class="op">-</span><span class="op">&gt;</span> <span class="ident">CanvasFrame</span> {
<span class="ident">CanvasFrame</span> {
<span class="ident">colored_drawables</span>: <span class="macro">vec</span><span class="macro">!</span>[],
<span class="ident">textured_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
<span class="ident">image_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>(),
<span class="ident">text_drawables</span>: <span class="ident">Default</span>::<span class="ident">default</span>()
}
}
<span class="comment">// TODO: Fix this for text and fonts</span>
<span class="doccomment">/// Accumulates the drawables collected Vertex2D&#39;s</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">draw</span>(<span class="kw-2">&amp;</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">drawable</span>: <span class="kw-2">&amp;</span><span class="kw">dyn</span> <span class="ident">Drawable</span>) {
<span class="kw">match</span> <span class="ident">drawable</span>.<span class="ident">get_texture_handle</span>() {
<span class="prelude-val">Some</span>(<span class="ident">handle</span>) <span class="op">=</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">textured_drawables</span>
.<span class="ident">entry</span>(<span class="ident">handle</span>.<span class="ident">clone</span>())
.<span class="ident">or_insert</span>(<span class="ident">Vec</span>::<span class="ident">new</span>())
.<span class="ident">push</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
}
<span class="prelude-val">None</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="kw">match</span> <span class="ident">drawable</span>.<span class="ident">get_image_handle</span>() {
<span class="prelude-val">Some</span>(<span class="ident">handle</span>) <span class="op">=</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">image_drawables</span>
.<span class="ident">entry</span>(<span class="ident">handle</span>.<span class="ident">clone</span>())
.<span class="ident">or_insert</span>(<span class="ident">Vec</span>::<span class="ident">new</span>())
.<span class="ident">push</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
}
<span class="prelude-val">None</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">colored_drawables</span>.<span class="ident">extend</span>(<span class="ident">drawable</span>.<span class="ident">collect</span>());
}
}
}
}
}
}
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">GenericCanvasFrame</span><span class="op">&lt;</span><span class="ident">H</span>, <span class="ident">V</span>, <span class="ident">In</span><span class="op">&gt;</span> {
<span class="ident">frame_data</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">H</span>, <span class="ident">Vec</span><span class="op">&lt;</span>(<span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">V</span><span class="op">&gt;</span>, <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">In</span><span class="op">&gt;</span>)<span class="op">&gt;</span><span class="op">&gt;</span>
}
<span class="comment">//</span>
<span class="comment">//impl&lt;V, In&gt; GenericCanvasFrame&lt;Vertex3D, V, In&gt; {</span>
<span class="comment">//</span>
<span class="comment">// /// Creates a bare canvas frame with empty accumulators</span>
<span class="comment">// pub fn new() -&gt; GenericCanvasFrame&lt;Vertex3D, V, In&gt; {</span>
<span class="comment">// GenericCanvasFrame {</span>
<span class="comment">// frame_data: Default::default()</span>
<span class="comment">// }</span>
<span class="comment">// }</span>
<span class="comment">//</span>
<span class="comment">// pub fn draw(&amp;mut self, drawable: &amp;dyn DrawableTest&lt;V, Vertex3D, In&gt;) {</span>
<span class="comment">// self.frame_data</span>
<span class="comment">// .entry(drawable.get_handle().clone())</span>
<span class="comment">// .or_insert(Vec::new())</span>
<span class="comment">// .push((drawable.get_vertices(), drawable.get_instances()));</span>
<span class="comment">// }</span>
<span class="comment">//}</span></pre></div>
</section><section id="search" class="content hidden"></section><section class="footer"></section><aside id="help" class="hidden"><div><h1 class="hidden">Help</h1><div class="shortcuts"><h2>Keyboard Shortcuts</h2><dl><dt><kbd>?</kbd></dt><dd>Show this help dialog</dd><dt><kbd>S</kbd></dt><dd>Focus the search field</dd><dt><kbd></kbd></dt><dd>Move up in search results</dd><dt><kbd></kbd></dt><dd>Move down in search results</dd><dt><kbd></kbd></dt><dd>Switch tab</dd><dt><kbd>&#9166;</kbd></dt><dd>Go to active search result</dd><dt><kbd>+</kbd></dt><dd>Expand all sections</dd><dt><kbd>-</kbd></dt><dd>Collapse all sections</dd></dl></div><div class="infos"><h2>Search Tricks</h2><p>Prefix searches with a type followed by a colon (e.g., <code>fn:</code>) to restrict the search to a given type.</p><p>Accepted types are: <code>fn</code>, <code>mod</code>, <code>struct</code>, <code>enum</code>, <code>trait</code>, <code>type</code>, <code>macro</code>, and <code>const</code>.</p><p>Search functions by type signature (e.g., <code>vec -> usize</code> or <code>* -> vec</code>)</p><p>Search multiple things at once by splitting your query with comma (e.g., <code>str,u8</code> or <code>String,struct:Vec,test</code>)</p></div></div></aside><script>window.rootPath = "../../../";window.currentCrate = "sfml_rust";</script><script src="../../../aliases.js"></script><script src="../../../main.js"></script><script src="../../../source-script.js"></script><script src="../../../source-files.js"></script><script defer src="../../../search-index.js"></script></body></html>

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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Source to the Rust file `src/canvas/canvas_text.rs`."><meta name="keywords" content="rust, rustlang, rust-lang"><title>canvas_text.rs.html -- source</title><link rel="stylesheet" type="text/css" href="../../../normalize.css"><link rel="stylesheet" type="text/css" href="../../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../../dark.css"><link rel="stylesheet" type="text/css" href="../../../light.css" id="themeStyle"><script src="../../../storage.js"></script><noscript><link rel="stylesheet" href="../../../noscript.css"></noscript><link rel="shortcut icon" href="../../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../../down-arrow.svg");}</style></head><body class="rustdoc source"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">&#9776;</div><a href='../../../sfml_rust/index.html'><div class='logo-container'><img src='../../../rust-logo.png' alt='logo'></div></a></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press S to search, ? for more options…" type="search"></div><a id="settings-menu" href="../../../settings.html"><img src="../../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><pre class="line-numbers"><span id="1"> 1</span>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">descriptor</span>::<span class="ident">descriptor_set</span>::<span class="ident">PersistentDescriptorSet</span>;
<span class="kw">use</span> <span class="ident">rusttype</span>::{<span class="ident">Font</span>, <span class="ident">PositionedGlyph</span>, <span class="ident">Scale</span>, <span class="ident">Rect</span>, <span class="ident">point</span>, <span class="ident">GlyphId</span>};
<span class="kw">use</span> <span class="ident">rusttype</span>::<span class="ident">gpu_cache</span>::<span class="ident">Cache</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">buffer</span>::{<span class="ident">BufferAccess</span>, <span class="ident">BufferUsage</span>, <span class="ident">ImmutableBuffer</span>, <span class="ident">CpuAccessibleBuffer</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">device</span>::{<span class="ident">Device</span>, <span class="ident">Queue</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">command_buffer</span>::{<span class="ident">AutoCommandBufferBuilder</span>, <span class="ident">DynamicState</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">image</span>::{<span class="ident">ImmutableImage</span>, <span class="ident">ImageUsage</span>, <span class="ident">ImageLayout</span>, <span class="ident">Dimensions</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">format</span>::<span class="ident">ClearValue</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">format</span>::<span class="ident">Format</span>::<span class="ident">R8Unorm</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">fs</span>::<span class="ident">File</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">io</span>::<span class="ident">Read</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">text_shader</span>::<span class="ident">GlyphInstance</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">util</span>::<span class="ident">vertex_3d</span>::{<span class="ident">Vertex3D</span>, <span class="ident">TextVertex3D</span>};
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">canvas_buffer</span>::<span class="ident">CanvasFont</span>;
<span class="comment">//pub struct Glyph {}</span>
<span class="comment">//</span>
<span class="comment">///// So currently, I&#39;m using these as container classes which vkprocessor owns</span>
<span class="comment">///// I then use a CanvasFrame which accumulates lists of handles and vertices.</span>
<span class="comment">//pub struct CanvasFonto {</span>
<span class="comment">// font: Font&lt;&#39;static&gt;,</span>
<span class="comment">// font_name: String,</span>
<span class="comment">// allocated_font_atlas: Arc&lt;(dyn BufferAccess + Send + Sync)&gt;,</span>
<span class="comment">//}</span>
<span class="comment">//</span>
<span class="comment">//impl CanvasFonto {</span>
<span class="comment">//</span>
<span class="comment">// pub fn parse_to_vertex_buffer(font: Font) -&gt; Vec&lt;TextVertex3D&gt; {</span>
<span class="comment">//</span>
<span class="comment">// let mut current_x = 0;</span>
<span class="comment">// let mut current_y = 0;</span>
<span class="comment">//</span>
<span class="comment">// let mut accumulator = Vec::new();</span>
<span class="comment">//</span>
<span class="comment">// for i in (0..255) {</span>
<span class="comment">//</span>
<span class="comment">// let glyph = font.glyph(GlyphId{ 0: 40 });</span>
<span class="comment">//</span>
<span class="comment">// let glyph_data = glyph.get_data().unwrap();</span>
<span class="comment">//</span>
<span class="comment">// for vertex in glyph_data.clone().shape.clone().unwrap() {</span>
<span class="comment">// accumulator.push(TextVertex3D {</span>
<span class="comment">// position: [vertex.x as f32, vertex.y as f32, 0.0],</span>
<span class="comment">// });</span>
<span class="comment">// }</span>
<span class="comment">// }</span>
<span class="comment">//</span>
<span class="comment">// accumulator</span>
<span class="comment">// }</span>
<span class="comment">// /// Load the font</span>
<span class="comment">// pub fn new(device: Arc&lt;Device&gt;, queue: Arc&lt;Queue&gt;, font_name: String) -&gt; CanvasFonto {</span>
<span class="comment">//</span>
<span class="comment">// let font = Font::from_bytes({</span>
<span class="comment">// let mut f = File::open(&quot;resources/fonts/sansation.ttf&quot;).expect(&quot;Font file not found&quot;);</span>
<span class="comment">// let mut font_data = Vec::new();</span>
<span class="comment">// f.read_to_end(&amp;mut font_data).expect(&quot;Dont know&quot;);</span>
<span class="comment">// font_data</span>
<span class="comment">// }).unwrap();</span>
<span class="comment">//</span>
<span class="comment">// CanvasFont {</span>
<span class="comment">// font: font.clone(),</span>
<span class="comment">// font_name: font_name,</span>
<span class="comment">// allocated_font_atlas: ImmutableBuffer::from_iter(</span>
<span class="comment">// CanvasFont::parse_to_vertex_buffer(font.clone()).iter().cloned(),</span>
<span class="comment">// BufferUsage::vertex_buffer(), queue).unwrap().0,</span>
<span class="comment">// }</span>
<span class="comment">// }</span>
<span class="comment">//</span>
<span class="comment">// /// Generate a vertex buffer from the font</span>
<span class="comment">// pub fn get_vertex_buffer(&amp;self) -&gt; Arc&lt;(dyn BufferAccess + Send + Sync)&gt; {</span>
<span class="comment">// return self.allocated_font_atlas.clone();</span>
<span class="comment">// }</span>
<span class="comment">//</span>
<span class="comment">//}</span></pre></div>
</section><section id="search" class="content hidden"></section><section class="footer"></section><aside id="help" class="hidden"><div><h1 class="hidden">Help</h1><div class="shortcuts"><h2>Keyboard Shortcuts</h2><dl><dt><kbd>?</kbd></dt><dd>Show this help dialog</dd><dt><kbd>S</kbd></dt><dd>Focus the search field</dd><dt><kbd></kbd></dt><dd>Move up in search results</dd><dt><kbd></kbd></dt><dd>Move down in search results</dd><dt><kbd></kbd></dt><dd>Switch tab</dd><dt><kbd>&#9166;</kbd></dt><dd>Go to active search result</dd><dt><kbd>+</kbd></dt><dd>Expand all sections</dd><dt><kbd>-</kbd></dt><dd>Collapse all sections</dd></dl></div><div class="infos"><h2>Search Tricks</h2><p>Prefix searches with a type followed by a colon (e.g., <code>fn:</code>) to restrict the search to a given type.</p><p>Accepted types are: <code>fn</code>, <code>mod</code>, <code>struct</code>, <code>enum</code>, <code>trait</code>, <code>type</code>, <code>macro</code>, and <code>const</code>.</p><p>Search functions by type signature (e.g., <code>vec -> usize</code> or <code>* -> vec</code>)</p><p>Search multiple things at once by splitting your query with comma (e.g., <code>str,u8</code> or <code>String,struct:Vec,test</code>)</p></div></div></aside><script>window.rootPath = "../../../";window.currentCrate = "sfml_rust";</script><script src="../../../aliases.js"></script><script src="../../../main.js"></script><script src="../../../source-script.js"></script><script src="../../../source-files.js"></script><script defer src="../../../search-index.js"></script></body></html>

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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Source to the Rust file `src/canvas/mod.rs`."><meta name="keywords" content="rust, rustlang, rust-lang"><title>mod.rs.html -- source</title><link rel="stylesheet" type="text/css" href="../../../normalize.css"><link rel="stylesheet" type="text/css" href="../../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../../dark.css"><link rel="stylesheet" type="text/css" href="../../../light.css" id="themeStyle"><script src="../../../storage.js"></script><noscript><link rel="stylesheet" href="../../../noscript.css"></noscript><link rel="shortcut icon" href="../../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../../down-arrow.svg");}</style></head><body class="rustdoc source"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">&#9776;</div><a href='../../../sfml_rust/index.html'><div class='logo-container'><img src='../../../rust-logo.png' alt='logo'></div></a></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press S to search, ? for more options…" type="search"></div><a id="settings-menu" href="../../../settings.html"><img src="../../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><pre class="line-numbers"><span id="1"> 1</span>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">canvas_state</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">canvas_frame</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">shader</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">canvas_text</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">canvas_buffer</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">canvas</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">canvas_frame</span>::<span class="ident">CanvasFrame</span>;
<span class="doccomment">/// Typed wrapper for a u32 font handle (index id)</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Debug</span>, <span class="ident">Default</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasFontHandle</span> {
<span class="kw">pub</span> <span class="ident">handle</span>: <span class="ident">u32</span>
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Debug</span>, <span class="ident">Default</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasTextureHandle</span> {
<span class="kw">pub</span> <span class="ident">handle</span>: <span class="ident">u32</span>
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Debug</span>, <span class="ident">Default</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasImageHandle</span> {
<span class="kw">pub</span> <span class="ident">handle</span>: <span class="ident">u32</span>
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Debug</span>, <span class="ident">Default</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CanvasShaderHandle</span> {
<span class="kw">pub</span> <span class="ident">handle</span>: <span class="ident">u32</span>
}
<span class="doccomment">/// Typed wrapper for a u32 handle</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Debug</span>, <span class="ident">Default</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CompiledGraphicsPipelineHandle</span> {
<span class="kw">pub</span> <span class="ident">handle</span>: <span class="ident">u32</span>
}
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>, <span class="ident">Debug</span>, <span class="ident">Default</span>, <span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">CompuBufferHandle</span> {
<span class="kw">pub</span> <span class="ident">handle</span>: <span class="ident">u32</span>,
}
</pre></div>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::<span class="ident">HashSet</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">path</span>::<span class="ident">PathBuf</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipelineAbstract</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">framebuffer</span>::<span class="ident">RenderPassAbstract</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">shader</span>::{<span class="ident">ShaderModule</span>, <span class="ident">GraphicsShaderType</span>, <span class="ident">GeometryShaderExecutionMode</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">device</span>::<span class="ident">Device</span>;
<span class="kw">use</span> <span class="ident">shade_runner</span>::<span class="ident">Entry</span>;
<span class="kw">use</span> <span class="ident">shaderc</span>::<span class="ident">ShaderKind</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">CompiledGraphicsPipelineHandle</span>;
<span class="comment">/*
Realistically, what should the API for this thing look like...
It&#39;s going to just generate a pipeline. But that consists of loading and compiling various shaders,
and generating a pipeline for those shaders and other customer behaviour.
This best works I think if I allow users to
A.) impl from a base trait which allows resource lookup
B.) Generate 1 of each of the types of shaders
C.) Modify specilization constants, whatever that might mean
D.) impl from a base trait which defines it&#39;s interface
*/</span>
<span class="doccomment">/// Inheriting this gives private functions to grab resources</span>
<span class="kw">pub</span>(<span class="kw">super</span>) <span class="kw">trait</span> <span class="ident">CompiledGraphicsPipelineResources</span> {
<span class="kw">fn</span> <span class="ident">get_path</span>(<span class="ident">filename</span>: <span class="ident">String</span>, <span class="ident">shader_type</span>: <span class="ident">ShaderType</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">PathBuf</span> {
<span class="kw">let</span> <span class="ident">project_root</span> <span class="op">=</span>
<span class="ident">std</span>::<span class="ident">env</span>::<span class="ident">current_dir</span>()
.<span class="ident">expect</span>(<span class="string">&quot;failed to get root directory&quot;</span>);
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">shader_path</span> <span class="op">=</span> <span class="ident">project_root</span>.<span class="ident">clone</span>();
<span class="ident">shader_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="string">&quot;resources/shaders/&quot;</span>));
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">shader_path</span> <span class="op">=</span> <span class="ident">shader_path</span>.<span class="ident">clone</span>();
<span class="kw">match</span> <span class="ident">shader_type</span> {
<span class="ident">ShaderType</span>::<span class="ident">VERTEX</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="ident">shader_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="ident">filename</span>.<span class="ident">clone</span>() <span class="op">+</span> <span class="string">&quot;.vert&quot;</span>));
}
<span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="ident">shader_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="ident">filename</span>.<span class="ident">clone</span>() <span class="op">+</span> <span class="string">&quot;.frag&quot;</span>));
}
<span class="ident">ShaderType</span>::<span class="ident">GEOMETRY</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="ident">shader_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="ident">filename</span>.<span class="ident">clone</span>() <span class="op">+</span> <span class="string">&quot;.geom&quot;</span>));
}
<span class="ident">ShaderType</span>::<span class="ident">TESSELLATION_CONTROL</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="ident">shader_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="ident">filename</span>.<span class="ident">clone</span>() <span class="op">+</span> <span class="string">&quot;.tesscont&quot;</span>));
}
<span class="ident">ShaderType</span>::<span class="ident">TESSELLATION_EVALUATION</span> <span class="op">=</span><span class="op">&gt;</span> {
<span class="ident">shader_path</span>.<span class="ident">push</span>(<span class="ident">PathBuf</span>::<span class="ident">from</span>(<span class="ident">filename</span>.<span class="ident">clone</span>() <span class="op">+</span> <span class="string">&quot;.tesseval&quot;</span>));
}
}
<span class="ident">shader_path</span>
}
<span class="kw">fn</span> <span class="ident">compile</span>(<span class="ident">filepath</span>: <span class="ident">PathBuf</span>, <span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>, <span class="ident">shader_type</span>: <span class="ident">ShaderType</span>) <span class="op">-</span><span class="op">&gt;</span> (<span class="ident">Entry</span>, <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">ShaderModule</span><span class="op">&gt;</span>) {
<span class="kw">let</span> <span class="ident">compiled_shader</span> <span class="op">=</span> <span class="ident">shade_runner</span>::<span class="ident">load</span>(<span class="ident">filepath</span>, <span class="self">Self</span>::<span class="ident">convert_sr</span>(<span class="ident">shader_type</span>))
.<span class="ident">expect</span>(<span class="string">&quot;Shader didn&#39;t compile&quot;</span>);
<span class="kw">let</span> <span class="ident">vulkano_entry</span> <span class="op">=</span>
<span class="ident">shade_runner</span>::<span class="ident">parse</span>(<span class="kw-2">&amp;</span><span class="ident">compiled_shader</span>)
.<span class="ident">expect</span>(<span class="string">&quot;failed to parse&quot;</span>);
(<span class="ident">vulkano_entry</span>, <span class="kw">unsafe</span> {
<span class="ident">ShaderModule</span>::<span class="ident">from_words</span>(<span class="ident">device</span>.<span class="ident">clone</span>(), <span class="kw-2">&amp;</span><span class="ident">compiled_shader</span>.<span class="ident">spriv</span>.<span class="ident">clone</span>())
}.<span class="ident">unwrap</span>())
}
<span class="kw">fn</span> <span class="ident">convert_vk</span>(<span class="ident">shader_type</span>: <span class="ident">ShaderType</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">GraphicsShaderType</span> {
<span class="kw">match</span> <span class="ident">shader_type</span> {
<span class="ident">ShaderType</span>::<span class="ident">VERTEX</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">GraphicsShaderType</span>::<span class="ident">Vertex</span> }
<span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">GraphicsShaderType</span>::<span class="ident">Fragment</span> }
<span class="ident">ShaderType</span>::<span class="ident">GEOMETRY</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">GraphicsShaderType</span>::<span class="ident">Geometry</span>(<span class="ident">GeometryShaderExecutionMode</span>::<span class="ident">Triangles</span>) }
<span class="ident">ShaderType</span>::<span class="ident">TESSELLATION_CONTROL</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">GraphicsShaderType</span>::<span class="ident">TessellationControl</span> }
<span class="ident">ShaderType</span>::<span class="ident">TESSELLATION_EVALUATION</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">GraphicsShaderType</span>::<span class="ident">TessellationEvaluation</span> }
}
}
<span class="kw">fn</span> <span class="ident">convert_sr</span>(<span class="ident">shader_type</span>: <span class="ident">ShaderType</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">ShaderKind</span> {
<span class="kw">match</span> <span class="ident">shader_type</span> {
<span class="ident">ShaderType</span>::<span class="ident">VERTEX</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">ShaderKind</span>::<span class="ident">Vertex</span> }
<span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">ShaderKind</span>::<span class="ident">Fragment</span> }
<span class="ident">ShaderType</span>::<span class="ident">GEOMETRY</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">ShaderKind</span>::<span class="ident">Geometry</span> }
<span class="ident">ShaderType</span>::<span class="ident">TESSELLATION_CONTROL</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">ShaderKind</span>::<span class="ident">TessControl</span> }
<span class="ident">ShaderType</span>::<span class="ident">TESSELLATION_EVALUATION</span> <span class="op">=</span><span class="op">&gt;</span> { <span class="ident">ShaderKind</span>::<span class="ident">TessEvaluation</span> }
}
}
}
<span class="kw">pub</span> <span class="kw">trait</span> <span class="ident">CompiledGraphicsPipeline</span> {
<span class="kw">fn</span> <span class="ident">new</span>(<span class="ident">filename</span>: <span class="ident">String</span>,
<span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>,
<span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span>,
<span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="self">Self</span> <span class="kw">where</span> <span class="self">Self</span>: <span class="ident">Sized</span>;
<span class="kw">fn</span> <span class="ident">get_name</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">String</span>;
<span class="kw">fn</span> <span class="ident">get_handle</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span>;
<span class="kw">fn</span> <span class="ident">get_pipeline</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span>;
<span class="kw">fn</span> <span class="ident">get_renderpass</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>;
<span class="kw">fn</span> <span class="ident">recompile</span>(<span class="self">self</span>, <span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>)
<span class="op">-</span><span class="op">&gt;</span> <span class="self">Self</span> <span class="kw">where</span> <span class="self">Self</span>: <span class="ident">Sized</span>;
}
<span class="doccomment">/// Legacy ShaderType enum for single type shaders.</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">PartialEq</span>, <span class="ident">Eq</span>, <span class="ident">Hash</span>, <span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">enum</span> <span class="ident">ShaderType</span> {
<span class="ident">VERTEX</span> <span class="op">=</span> <span class="number">0</span>,
<span class="ident">FRAGMENT</span> <span class="op">=</span> <span class="number">1</span>,
<span class="ident">GEOMETRY</span> <span class="op">=</span> <span class="number">2</span>,
<span class="ident">TESSELLATION_CONTROL</span> <span class="op">=</span> <span class="number">3</span>,
<span class="ident">TESSELLATION_EVALUATION</span> <span class="op">=</span> <span class="number">4</span>,
}</pre></div>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">vertex</span>::{<span class="ident">VertexDefinition</span>, <span class="ident">InputRate</span>, <span class="ident">AttributeInfo</span>, <span class="ident">IncompatibleVertexDefinitionError</span>, <span class="ident">VertexSource</span>, <span class="ident">VertexMemberInfo</span>, <span class="ident">VertexMemberTy</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">shader</span>::<span class="ident">ShaderInterfaceDef</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">buffer</span>::<span class="ident">BufferAccess</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="ident">cgmath</span>::<span class="ident">num_traits</span>::<span class="ident">real</span>::<span class="ident">Real</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">vec</span>::<span class="ident">IntoIter</span> <span class="kw">as</span> <span class="ident">VecIntoIter</span>;
<span class="doccomment">/// Runtime Vertex def is just a generic holder of &quot;dynamic vertex definitions&quot;</span>
<span class="comment">// This baby needs to be able to be copied....</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Default</span>, <span class="ident">Debug</span>, <span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">RuntimeVertexDef</span> {
<span class="ident">buffers</span>: <span class="ident">Vec</span><span class="op">&lt;</span>(<span class="ident">u32</span>, <span class="ident">usize</span>, <span class="ident">InputRate</span>)<span class="op">&gt;</span>, <span class="comment">// (attribute id, stride, Vertex or Instance data)</span>
<span class="ident">vertex_buffer_ids</span>: <span class="ident">Vec</span><span class="op">&lt;</span>(<span class="ident">usize</span>, <span class="ident">usize</span>)<span class="op">&gt;</span>,<span class="comment">//</span>
<span class="ident">attributes</span>: <span class="ident">Vec</span><span class="op">&lt;</span>(<span class="ident">String</span>, <span class="ident">u32</span>, <span class="ident">AttributeInfo</span>)<span class="op">&gt;</span>,
<span class="ident">num_vertices</span>: <span class="ident">u32</span>,
}
<span class="kw">impl</span> <span class="ident">RuntimeVertexDef</span> {
<span class="doccomment">/// primitive is an input value or struct which can then describe</span>
<span class="doccomment">/// these damn values that are required for inputting them into vulkan</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">from_primitive</span>(<span class="ident">primitive</span>: <span class="ident">u32</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">RuntimeVertexDef</span> {
<span class="comment">// Literally every value in this class</span>
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">buffers</span> <span class="op">=</span> <span class="ident">Vec</span>::<span class="ident">new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">vertex_buffer_ids</span> <span class="op">=</span> <span class="ident">Vec</span>::<span class="ident">new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">attributes</span> <span class="op">=</span> <span class="ident">Vec</span>::<span class="ident">new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">num_vertices</span> <span class="op">=</span> <span class="ident">u32</span>::<span class="ident">max_value</span>();
<span class="comment">// https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/Box/glTF/Box.gltf</span>
<span class="comment">// https://github.com/tomaka/vulkano-examples/blob/gltf/gltf/gltf_system.rs</span>
<span class="comment">// for (attribute_id, attribute) in primitive.attributes().enumerate() {</span>
<span class="comment">// let (name, accessor) = match attribute.clone() {</span>
<span class="comment">// Attribute::Positions(accessor) =&gt; (&quot;i_position&quot;.to_owned(), accessor),</span>
<span class="comment">// Attribute::Normals(accessor) =&gt; (&quot;i_normal&quot;.to_owned(), accessor),</span>
<span class="comment">// Attribute::Tangents(accessor) =&gt; (&quot;i_tangent&quot;.to_owned(), accessor),</span>
<span class="comment">// Attribute::Colors(0, accessor) =&gt; (&quot;i_color_0&quot;.to_owned(), accessor),</span>
<span class="comment">// Attribute::TexCoords(0, accessor) =&gt; (&quot;i_texcoord_0&quot;.to_owned(), accessor),</span>
<span class="comment">// Attribute::TexCoords(1, accessor) =&gt; (&quot;i_texcoord_1&quot;.to_owned(), accessor),</span>
<span class="comment">// Attribute::Joints(0, accessor) =&gt; (&quot;i_joints_0&quot;.to_owned(), accessor),</span>
<span class="comment">// Attribute::Weights(0, accessor) =&gt; (&quot;i_weights_0&quot;.to_owned(), accessor),</span>
<span class="comment">// _ =&gt; unimplemented!(),</span>
<span class="comment">// };</span>
<span class="comment">//</span>
<span class="comment">// if (accessor.count() as u32) &lt; num_vertices {</span>
<span class="comment">// num_vertices = accessor.count() as u32;</span>
<span class="comment">// }</span>
<span class="comment">//</span>
<span class="comment">// let infos = AttributeInfo {</span>
<span class="comment">// offset: 0,</span>
<span class="comment">// format: match (accessor.data_type(), accessor.dimensions()) {</span>
<span class="comment">// (DataType::I8, Dimensions::Scalar) =&gt; Format::R8Snorm,</span>
<span class="comment">// (DataType::U8, Dimensions::Scalar) =&gt; Format::R8Unorm,</span>
<span class="comment">// (DataType::F32, Dimensions::Vec2) =&gt; Format::R32G32Sfloat,</span>
<span class="comment">// (DataType::F32, Dimensions::Vec3) =&gt; Format::R32G32B32Sfloat,</span>
<span class="comment">// (DataType::F32, Dimensions::Vec4) =&gt; Format::R32G32B32A32Sfloat,</span>
<span class="comment">// _ =&gt; unimplemented!()</span>
<span class="comment">// },</span>
<span class="comment">// };</span>
<span class="comment">//</span>
<span class="comment">// let view = accessor.view();</span>
<span class="comment">// buffers.push((attribute_id as u32,</span>
<span class="comment">// view.stride().unwrap_or(accessor.size()),</span>
<span class="comment">// InputRate::Vertex</span>
<span class="comment">// ));</span>
<span class="comment">// attributes.push((name, attribute_id as u32, infos));</span>
<span class="comment">// vertex_buffer_ids.push((view.buffer().index(), view.offset() + accessor.offset()));</span>
<span class="comment">// }</span>
<span class="ident">RuntimeVertexDef</span> {
<span class="ident">buffers</span>: <span class="ident">buffers</span>,
<span class="ident">vertex_buffer_ids</span>: <span class="ident">vertex_buffer_ids</span>,
<span class="ident">num_vertices</span>: <span class="ident">num_vertices</span>,
<span class="ident">attributes</span>: <span class="ident">attributes</span>,
}
}
<span class="doccomment">/// Returns the indices of the buffers to bind as vertex buffers and the byte offset, when</span>
<span class="doccomment">/// drawing the primitive.</span>
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">vertex_buffer_ids</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="kw-2">&amp;</span>[(<span class="ident">usize</span>, <span class="ident">usize</span>)] {
<span class="kw-2">&amp;</span><span class="self">self</span>.<span class="ident">vertex_buffer_ids</span>
}
}
<span class="doccomment">/// Implementing VertexDefinition</span>
<span class="kw">unsafe</span> <span class="kw">impl</span><span class="op">&lt;</span><span class="ident">I</span><span class="op">&gt;</span> <span class="ident">VertexDefinition</span><span class="op">&lt;</span><span class="ident">I</span><span class="op">&gt;</span> <span class="kw">for</span> <span class="ident">RuntimeVertexDef</span>
<span class="kw">where</span> <span class="ident">I</span>: <span class="ident">ShaderInterfaceDef</span>
{
<span class="doccomment">/// Iterator that returns the offset, the stride (in bytes) and input rate of each buffer.</span>
<span class="kw">type</span> <span class="ident">BuffersIter</span> <span class="op">=</span> <span class="ident">VecIntoIter</span><span class="op">&lt;</span>(<span class="ident">u32</span>, <span class="ident">usize</span>, <span class="ident">InputRate</span>)<span class="op">&gt;</span>;
<span class="doccomment">/// Iterator that returns the attribute location, buffer id, and infos.</span>
<span class="kw">type</span> <span class="ident">AttribsIter</span> <span class="op">=</span> <span class="ident">VecIntoIter</span><span class="op">&lt;</span>(<span class="ident">u32</span>, <span class="ident">u32</span>, <span class="ident">AttributeInfo</span>)<span class="op">&gt;</span>;
<span class="doccomment">/// Builds the vertex definition to use to link this definition to a vertex shader&#39;s input</span>
<span class="doccomment">/// interface.</span>
<span class="doccomment">///</span>
<span class="doccomment">/// At this point I need to have enough information from the implementing type to</span>
<span class="doccomment">/// describe its elements</span>
<span class="doccomment">///</span>
<span class="doccomment">/// Needs:</span>
<span class="doccomment">/// buffers</span>
<span class="doccomment">/// attributes</span>
<span class="doccomment">///</span>
<span class="kw">fn</span> <span class="ident">definition</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">interface</span>: <span class="kw-2">&amp;</span><span class="ident">I</span>)
<span class="op">-</span><span class="op">&gt;</span> <span class="prelude-ty">Result</span><span class="op">&lt;</span>(<span class="self">Self</span>::<span class="ident">BuffersIter</span>, <span class="self">Self</span>::<span class="ident">AttribsIter</span>), <span class="ident">IncompatibleVertexDefinitionError</span><span class="op">&gt;</span>
{
<span class="kw">let</span> <span class="ident">buffers_iter</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">buffers</span>.<span class="ident">clone</span>().<span class="ident">into_iter</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">attribs_iter</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">attributes</span>.<span class="ident">iter</span>().<span class="ident">map</span>(<span class="op">|</span><span class="kw-2">&amp;</span>(<span class="kw-2">ref</span> <span class="ident">name</span>, <span class="ident">buffer_id</span>, <span class="kw-2">ref</span> <span class="ident">infos</span>)<span class="op">|</span> {
<span class="kw">let</span> <span class="ident">attrib_loc</span> <span class="op">=</span> <span class="ident">interface</span>
.<span class="ident">elements</span>()
.<span class="ident">find</span>(<span class="op">|</span><span class="ident">e</span><span class="op">|</span> <span class="ident">e</span>.<span class="ident">name</span>.<span class="ident">as_ref</span>().<span class="ident">map</span>(<span class="op">|</span><span class="ident">n</span><span class="op">|</span> <span class="kw-2">&amp;</span><span class="ident">n</span>[..]) <span class="op">=</span><span class="op">=</span> <span class="prelude-val">Some</span>(<span class="kw-2">&amp;</span><span class="ident">name</span>[..]))
.<span class="ident">unwrap</span>()
.<span class="ident">location</span>.<span class="ident">start</span>;
(<span class="ident">attrib_loc</span> <span class="kw">as</span> <span class="ident">u32</span>, <span class="ident">buffer_id</span>, <span class="ident">AttributeInfo</span> { <span class="ident">offset</span>: <span class="ident">infos</span>.<span class="ident">offset</span>, <span class="ident">format</span>: <span class="ident">infos</span>.<span class="ident">format</span> })
}).<span class="ident">collect</span>::<span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="kw">_</span><span class="op">&gt;</span><span class="op">&gt;</span>();
<span class="comment">// Add dummy attributes.</span>
<span class="comment">// Binding is</span>
<span class="kw">for</span> <span class="ident">binding</span> <span class="kw">in</span> <span class="ident">interface</span>.<span class="ident">elements</span>() {
<span class="kw">if</span> <span class="ident">attribs_iter</span>.<span class="ident">iter</span>().<span class="ident">any</span>(<span class="op">|</span><span class="ident">a</span><span class="op">|</span> <span class="ident">a</span>.<span class="number">0</span> <span class="op">=</span><span class="op">=</span> <span class="ident">binding</span>.<span class="ident">location</span>.<span class="ident">start</span>) {
<span class="kw">continue</span>;
}
<span class="ident">attribs_iter</span>.<span class="ident">push</span>((<span class="ident">binding</span>.<span class="ident">location</span>.<span class="ident">start</span>, <span class="number">0</span>,
<span class="ident">AttributeInfo</span> { <span class="ident">offset</span>: <span class="number">0</span>, <span class="ident">format</span>: <span class="ident">binding</span>.<span class="ident">format</span> }));
}
<span class="comment">// let buffers = vec![</span>
<span class="comment">// (0, mem::size_of::&lt;T&gt;(), InputRate::Vertex),</span>
<span class="comment">// (1, mem::size_of::&lt;U&gt;(), InputRate::Instance),</span>
<span class="comment">// ].into_iter();</span>
<span class="prelude-val">Ok</span>((<span class="ident">buffers_iter</span>, <span class="ident">attribs_iter</span>.<span class="ident">into_iter</span>()))
}
}
<span class="doccomment">/// I don&#39;t know what the fuck is going on here... It just repackages the buffs</span>
<span class="doccomment">/// Needs the num vertices</span>
<span class="kw">unsafe</span> <span class="kw">impl</span> <span class="ident">VertexSource</span><span class="op">&lt;</span><span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">BufferAccess</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span><span class="op">&gt;</span><span class="op">&gt;</span> <span class="kw">for</span> <span class="ident">RuntimeVertexDef</span> {
<span class="kw">fn</span> <span class="ident">decode</span>(<span class="kw-2">&amp;</span><span class="self">self</span>, <span class="ident">bufs</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">BufferAccess</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span><span class="op">&gt;</span>)
<span class="op">-</span><span class="op">&gt;</span> (<span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">Box</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">BufferAccess</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span><span class="op">&gt;</span>, <span class="ident">usize</span>, <span class="ident">usize</span>)
{
(
<span class="ident">bufs</span>.<span class="ident">into_iter</span>().<span class="ident">map</span>(<span class="op">|</span><span class="ident">b</span><span class="op">|</span> <span class="ident">Box</span>::<span class="ident">new</span>(<span class="ident">b</span>) <span class="kw">as</span> <span class="ident">Box</span><span class="op">&lt;</span><span class="kw">_</span><span class="op">&gt;</span>).<span class="ident">collect</span>(), <span class="comment">// Box up the buffers</span>
<span class="self">self</span>.<span class="ident">num_vertices</span> <span class="kw">as</span> <span class="ident">usize</span>, <span class="comment">// Number of vertices</span>
<span class="number">1</span> <span class="comment">// Number of instances</span>
)
}
}</pre></div>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipelineAbstract</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">common</span>::{<span class="ident">ShaderType</span>, <span class="ident">CompiledGraphicsPipeline</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::{<span class="ident">HashSet</span>, <span class="ident">HashMap</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">device</span>::<span class="ident">Device</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">framebuffer</span>::{<span class="ident">RenderPassAbstract</span>, <span class="ident">Subpass</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipeline</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">shader</span>::{<span class="ident">GraphicsEntryPoint</span>, <span class="ident">ShaderModule</span>, <span class="ident">GraphicsShaderType</span>, <span class="ident">GeometryShaderExecutionMode</span>, <span class="ident">ShaderInterfaceDef</span>};
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">ShaderSpecializationConstants</span>;
<span class="kw">use</span> <span class="ident">shade_runner</span>::{<span class="ident">Input</span>, <span class="ident">Output</span>, <span class="ident">Layout</span>, <span class="ident">Entry</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">ffi</span>::<span class="ident">CStr</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">PhantomData</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">depth_stencil</span>::{<span class="ident">DepthStencil</span>, <span class="ident">Compare</span>, <span class="ident">DepthBounds</span>, <span class="ident">Stencil</span>, <span class="ident">StencilOp</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">vertex</span>::{<span class="ident">SingleBufferDefinition</span>, <span class="ident">VertexDefinition</span>};
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">util</span>::<span class="ident">vertex_3d</span>::<span class="ident">Vertex3D</span>;
<span class="kw">use</span> <span class="ident">shade_runner</span> <span class="kw">as</span> <span class="ident">sr</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">common</span>::<span class="ident">CompiledGraphicsPipelineResources</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">memory</span>::<span class="ident">pool</span>::<span class="ident">PotentialDedicatedAllocation</span>::<span class="ident">Generic</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">SafeDeref</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">dynamic_vertex</span>::<span class="ident">RuntimeVertexDef</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">CompiledGraphicsPipelineHandle</span>;
<span class="doccomment">/// CanvasShader holds the pipeline and render pass for the input shader source</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">GenericShader</span> {
<span class="ident">graphics_pipeline</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span>,
<span class="ident">name</span>: <span class="ident">String</span>,
<span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>,
<span class="ident">renderpass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>,
}
<span class="kw">impl</span> <span class="ident">GenericShader</span> {}
<span class="doccomment">/// Gives CanvasShader the resource functions</span>
<span class="kw">impl</span> <span class="ident">CompiledGraphicsPipelineResources</span> <span class="kw">for</span> <span class="ident">GenericShader</span> {}
<span class="doccomment">/// Convenience interface so we don&#39;t have to juggle shader types</span>
<span class="kw">impl</span> <span class="ident">CompiledGraphicsPipeline</span> <span class="kw">for</span> <span class="ident">GenericShader</span> {
<span class="doccomment">/// This will explode when the shader does not want to compile</span>
<span class="kw">fn</span> <span class="ident">new</span>(<span class="ident">filename</span>: <span class="ident">String</span>,
<span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>,
<span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span>,
<span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">GenericShader</span> {
<span class="kw">let</span> <span class="ident">compiled_vertex</span> <span class="op">=</span> <span class="ident">GenericShader</span>::<span class="ident">compile</span>(
<span class="ident">GenericShader</span>::<span class="ident">get_path</span>(<span class="ident">filename</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>),
<span class="ident">device</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>
);
<span class="kw">let</span> <span class="ident">vertex_entry_point</span> <span class="op">=</span> <span class="kw">unsafe</span> {
<span class="prelude-val">Some</span>(<span class="ident">compiled_vertex</span>.<span class="number">1</span>.<span class="ident">graphics_entry_point</span>(
<span class="kw-2">&amp;</span><span class="ident">CStr</span>::<span class="ident">from_bytes_with_nul_unchecked</span>(<span class="string">b&quot;main\0&quot;</span>),
<span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">input</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">output</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">layout</span>,
<span class="ident">GenericShader</span>::<span class="ident">convert_vk</span>(<span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>)
)).<span class="ident">unwrap</span>()
};
<span class="kw">let</span> <span class="ident">compiled_fragment</span> <span class="op">=</span> <span class="ident">GenericShader</span>::<span class="ident">compile</span>(
<span class="ident">GenericShader</span>::<span class="ident">get_path</span>(<span class="ident">filename</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>).<span class="ident">into</span>(),
<span class="ident">device</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>
);
<span class="kw">let</span> <span class="ident">fragment_entry_point</span> <span class="op">=</span> <span class="kw">unsafe</span> {
<span class="prelude-val">Some</span>(<span class="ident">compiled_fragment</span>.<span class="number">1</span>.<span class="ident">graphics_entry_point</span>(
<span class="kw-2">&amp;</span><span class="ident">CStr</span>::<span class="ident">from_bytes_with_nul_unchecked</span>(<span class="string">b&quot;main\0&quot;</span>),
<span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">input</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">output</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">layout</span>,
<span class="ident">GenericShader</span>::<span class="ident">convert_vk</span>(<span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>)
)).<span class="ident">unwrap</span>()
};
<span class="kw">let</span> <span class="ident">vertex_definition</span> <span class="op">=</span> <span class="ident">RuntimeVertexDef</span>::<span class="ident">from_primitive</span>(<span class="number">0</span>);
<span class="ident">GenericShader</span> {
<span class="ident">graphics_pipeline</span>:
<span class="prelude-val">Some</span>(<span class="ident">Arc</span>::<span class="ident">new</span>(<span class="ident">GraphicsPipeline</span>::<span class="ident">start</span>()
<span class="comment">//SingleBufferDefinition::&lt;Vertex3D&gt;</span>
.<span class="ident">vertex_input</span>(<span class="ident">vertex_definition</span>)
.<span class="ident">vertex_shader</span>(<span class="ident">vertex_entry_point</span>.<span class="ident">clone</span>(), <span class="ident">ShaderSpecializationConstants</span> {
<span class="ident">first_constant</span>: <span class="number">0</span>,
<span class="ident">second_constant</span>: <span class="number">0</span>,
<span class="ident">third_constant</span>: <span class="number">0.0</span>,
})
.<span class="ident">triangle_list</span>()
<span class="comment">// Use a resizable viewport set to draw over the entire window</span>
.<span class="ident">viewports_dynamic_scissors_irrelevant</span>(<span class="number">1</span>)
.<span class="ident">fragment_shader</span>(<span class="ident">fragment_entry_point</span>.<span class="ident">clone</span>(), <span class="ident">ShaderSpecializationConstants</span> {
<span class="ident">first_constant</span>: <span class="number">0</span>,
<span class="ident">second_constant</span>: <span class="number">0</span>,
<span class="ident">third_constant</span>: <span class="number">0.0</span>,
})
.<span class="ident">depth_stencil_simple_depth</span>()
<span class="comment">// We have to indicate which subpass of which render pass this pipeline is going to be used</span>
<span class="comment">// in. The pipeline will only be usable from this particular subpass.</span>
.<span class="ident">render_pass</span>(<span class="ident">Subpass</span>::<span class="ident">from</span>(<span class="ident">render_pass</span>.<span class="ident">clone</span>(), <span class="number">0</span>).<span class="ident">unwrap</span>())
.<span class="ident">build</span>(<span class="ident">device</span>.<span class="ident">clone</span>())
.<span class="ident">unwrap</span>())),
<span class="ident">device</span>: <span class="ident">device</span>,
<span class="ident">handle</span>: <span class="ident">handle</span>.<span class="ident">clone</span>(),
<span class="ident">name</span>: <span class="ident">filename</span>.<span class="ident">clone</span>(),
<span class="ident">renderpass</span>: <span class="ident">render_pass</span>.<span class="ident">clone</span>(),
}
}
<span class="kw">fn</span> <span class="ident">get_name</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">String</span> {
<span class="self">self</span>.<span class="ident">name</span>.<span class="ident">clone</span>()
}
<span class="kw">fn</span> <span class="ident">get_handle</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">handle</span>.<span class="ident">clone</span>()
}
<span class="kw">fn</span> <span class="ident">get_pipeline</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">graphics_pipeline</span>.<span class="ident">clone</span>().<span class="ident">unwrap</span>()
}
<span class="kw">fn</span> <span class="ident">get_renderpass</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">renderpass</span>.<span class="ident">clone</span>()
}
<span class="kw">fn</span> <span class="ident">recompile</span>(<span class="self">self</span>, <span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">GenericShader</span> {
<span class="ident">GenericShader</span>::<span class="ident">new</span>(<span class="self">self</span>.<span class="ident">name</span>,
<span class="self">self</span>.<span class="ident">device</span>,
<span class="self">self</span>.<span class="ident">handle</span>,
<span class="ident">render_pass</span>.<span class="ident">clone</span>())
}
}
</pre></div>
</section><section id="search" class="content hidden"></section><section class="footer"></section><aside id="help" class="hidden"><div><h1 class="hidden">Help</h1><div class="shortcuts"><h2>Keyboard Shortcuts</h2><dl><dt><kbd>?</kbd></dt><dd>Show this help dialog</dd><dt><kbd>S</kbd></dt><dd>Focus the search field</dd><dt><kbd></kbd></dt><dd>Move up in search results</dd><dt><kbd></kbd></dt><dd>Move down in search results</dd><dt><kbd></kbd></dt><dd>Switch tab</dd><dt><kbd>&#9166;</kbd></dt><dd>Go to active search result</dd><dt><kbd>+</kbd></dt><dd>Expand all sections</dd><dt><kbd>-</kbd></dt><dd>Collapse all sections</dd></dl></div><div class="infos"><h2>Search Tricks</h2><p>Prefix searches with a type followed by a colon (e.g., <code>fn:</code>) to restrict the search to a given type.</p><p>Accepted types are: <code>fn</code>, <code>mod</code>, <code>struct</code>, <code>enum</code>, <code>trait</code>, <code>type</code>, <code>macro</code>, and <code>const</code>.</p><p>Search functions by type signature (e.g., <code>vec -> usize</code> or <code>* -> vec</code>)</p><p>Search multiple things at once by splitting your query with comma (e.g., <code>str,u8</code> or <code>String,struct:Vec,test</code>)</p></div></div></aside><script>window.rootPath = "../../../../";window.currentCrate = "sfml_rust";</script><script src="../../../../aliases.js"></script><script src="../../../../main.js"></script><script src="../../../../source-script.js"></script><script src="../../../../source-files.js"></script><script defer src="../../../../search-index.js"></script></body></html>

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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Source to the Rust file `src/canvas/shader/mod.rs`."><meta name="keywords" content="rust, rustlang, rust-lang"><title>mod.rs.html -- source</title><link rel="stylesheet" type="text/css" href="../../../../normalize.css"><link rel="stylesheet" type="text/css" href="../../../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../../../dark.css"><link rel="stylesheet" type="text/css" href="../../../../light.css" id="themeStyle"><script src="../../../../storage.js"></script><noscript><link rel="stylesheet" href="../../../../noscript.css"></noscript><link rel="shortcut icon" href="../../../../favicon.ico"><style type="text/css">#crate-search{background-image:url("../../../../down-arrow.svg");}</style></head><body class="rustdoc source"><!--[if lte IE 8]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="sidebar"><div class="sidebar-menu">&#9776;</div><a href='../../../../sfml_rust/index.html'><div class='logo-container'><img src='../../../../rust-logo.png' alt='logo'></div></a></nav><div class="theme-picker"><button id="theme-picker" aria-label="Pick another theme!"><img src="../../../../brush.svg" width="18" alt="Pick another theme!"></button><div id="theme-choices"></div></div><script src="../../../../theme.js"></script><nav class="sub"><form class="search-form js-only"><div class="search-container"><div><select id="crate-search"><option value="All crates">All crates</option></select><input class="search-input" name="search" autocomplete="off" spellcheck="false" placeholder="Click or press S to search, ? for more options…" type="search"></div><a id="settings-menu" href="../../../../settings.html"><img src="../../../../wheel.svg" width="18" alt="Change settings"></a></div></form></nav><section id="main" class="content"><pre class="line-numbers"><span id="1"> 1</span>
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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">common</span>::<span class="ident">CompiledGraphicsPipeline</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">common</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">generic_shader</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">text_shader</span>;
<span class="kw">pub</span> <span class="kw">mod</span> <span class="ident">dynamic_vertex</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">common</span>::<span class="kw-2">*</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">generic_shader</span>::<span class="kw-2">*</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">text_shader</span>::<span class="kw-2">*</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">dynamic_vertex</span>::<span class="kw-2">*</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">shader</span>::{<span class="ident">SpecializationConstants</span>, <span class="ident">SpecializationMapEntry</span>};
<span class="attribute">#[<span class="ident">repr</span>(<span class="ident">C</span>)]</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Default</span>, <span class="ident">Debug</span>, <span class="ident">Clone</span>)]</span>
<span class="doccomment">/// Specialization constants which can be passed to the shader. Pretty much placeholder ATM</span>
<span class="kw">struct</span> <span class="ident">ShaderSpecializationConstants</span> {
<span class="ident">first_constant</span>: <span class="ident">i32</span>,
<span class="ident">second_constant</span>: <span class="ident">u32</span>,
<span class="ident">third_constant</span>: <span class="ident">f32</span>,
}
<span class="kw">unsafe</span> <span class="kw">impl</span> <span class="ident">SpecializationConstants</span> <span class="kw">for</span> <span class="ident">ShaderSpecializationConstants</span> {
<span class="kw">fn</span> <span class="ident">descriptors</span>() <span class="op">-</span><span class="op">&gt;</span> <span class="kw-2">&amp;</span><span class="lifetime">&#39;static</span> [<span class="ident">SpecializationMapEntry</span>] {
<span class="kw">static</span> <span class="ident">DESCRIPTORS</span>: [<span class="ident">SpecializationMapEntry</span>; <span class="number">3</span>] <span class="op">=</span> [
<span class="ident">SpecializationMapEntry</span> {
<span class="ident">constant_id</span>: <span class="number">0</span>,
<span class="ident">offset</span>: <span class="number">0</span>,
<span class="ident">size</span>: <span class="number">4</span>,
},
<span class="ident">SpecializationMapEntry</span> {
<span class="ident">constant_id</span>: <span class="number">1</span>,
<span class="ident">offset</span>: <span class="number">4</span>,
<span class="ident">size</span>: <span class="number">4</span>,
},
<span class="ident">SpecializationMapEntry</span> {
<span class="ident">constant_id</span>: <span class="number">2</span>,
<span class="ident">offset</span>: <span class="number">8</span>,
<span class="ident">size</span>: <span class="number">4</span>,
},
];
<span class="kw-2">&amp;</span><span class="ident">DESCRIPTORS</span>
}
}</pre></div>
</section><section id="search" class="content hidden"></section><section class="footer"></section><aside id="help" class="hidden"><div><h1 class="hidden">Help</h1><div class="shortcuts"><h2>Keyboard Shortcuts</h2><dl><dt><kbd>?</kbd></dt><dd>Show this help dialog</dd><dt><kbd>S</kbd></dt><dd>Focus the search field</dd><dt><kbd></kbd></dt><dd>Move up in search results</dd><dt><kbd></kbd></dt><dd>Move down in search results</dd><dt><kbd></kbd></dt><dd>Switch tab</dd><dt><kbd>&#9166;</kbd></dt><dd>Go to active search result</dd><dt><kbd>+</kbd></dt><dd>Expand all sections</dd><dt><kbd>-</kbd></dt><dd>Collapse all sections</dd></dl></div><div class="infos"><h2>Search Tricks</h2><p>Prefix searches with a type followed by a colon (e.g., <code>fn:</code>) to restrict the search to a given type.</p><p>Accepted types are: <code>fn</code>, <code>mod</code>, <code>struct</code>, <code>enum</code>, <code>trait</code>, <code>type</code>, <code>macro</code>, and <code>const</code>.</p><p>Search functions by type signature (e.g., <code>vec -> usize</code> or <code>* -> vec</code>)</p><p>Search multiple things at once by splitting your query with comma (e.g., <code>str,u8</code> or <code>String,struct:Vec,test</code>)</p></div></div></aside><script>window.rootPath = "../../../../";window.currentCrate = "sfml_rust";</script><script src="../../../../aliases.js"></script><script src="../../../../main.js"></script><script src="../../../../source-script.js"></script><script src="../../../../source-files.js"></script><script defer src="../../../../search-index.js"></script></body></html>

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</pre><div class="example-wrap"><pre class="rust ">
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipelineAbstract</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">sync</span>::<span class="ident">Arc</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">common</span>::{<span class="ident">ShaderType</span>, <span class="ident">CompiledGraphicsPipeline</span>, <span class="ident">CompiledGraphicsPipelineResources</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">collections</span>::{<span class="ident">HashSet</span>, <span class="ident">HashMap</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">device</span>::<span class="ident">Device</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">framebuffer</span>::{<span class="ident">RenderPassAbstract</span>, <span class="ident">Subpass</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">GraphicsPipeline</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">shader</span>::{<span class="ident">GraphicsEntryPoint</span>, <span class="ident">ShaderModule</span>, <span class="ident">GraphicsShaderType</span>, <span class="ident">GeometryShaderExecutionMode</span>};
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">ShaderSpecializationConstants</span>;
<span class="kw">use</span> <span class="ident">shade_runner</span>::{<span class="ident">Input</span>, <span class="ident">Output</span>, <span class="ident">Layout</span>, <span class="ident">Entry</span>};
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">ffi</span>::<span class="ident">CStr</span>;
<span class="kw">use</span> <span class="ident">std</span>::<span class="ident">marker</span>::<span class="ident">PhantomData</span>;
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">depth_stencil</span>::{<span class="ident">DepthStencil</span>, <span class="ident">Compare</span>, <span class="ident">DepthBounds</span>, <span class="ident">Stencil</span>, <span class="ident">StencilOp</span>};
<span class="kw">use</span> <span class="ident">vulkano</span>::<span class="ident">pipeline</span>::<span class="ident">vertex</span>::{<span class="ident">SingleBufferDefinition</span>, <span class="ident">OneVertexOneInstanceDefinition</span>};
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">util</span>::<span class="ident">vertex_3d</span>::<span class="ident">Vertex3D</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">generic_shader</span>::<span class="ident">GenericShader</span>;
<span class="kw">use</span> <span class="ident">shade_runner</span> <span class="kw">as</span> <span class="ident">sr</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">shader</span>::<span class="ident">dynamic_vertex</span>::<span class="ident">RuntimeVertexDef</span>;
<span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">canvas</span>::<span class="ident">CompiledGraphicsPipelineHandle</span>;
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Default</span>, <span class="ident">Debug</span>, <span class="ident">Clone</span>, <span class="ident">Copy</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">GlyphInstance</span> {
<span class="kw">pub</span> <span class="ident">screen_position</span>: (<span class="ident">f32</span>, <span class="ident">f32</span>),
<span class="kw">pub</span> <span class="ident">atlas_position</span>: (<span class="ident">f32</span>, <span class="ident">f32</span>),
<span class="kw">pub</span> <span class="ident">atlas_size</span>: (<span class="ident">f32</span>, <span class="ident">f32</span>),
<span class="kw">pub</span> <span class="ident">scale</span>: <span class="ident">f32</span>,
}
<span class="ident">vulkano</span>::<span class="macro">impl_vertex</span><span class="macro">!</span>(<span class="ident">GlyphInstance</span>, <span class="ident">screen_position</span>, <span class="ident">atlas_position</span>, <span class="ident">atlas_size</span>, <span class="ident">scale</span>);
<span class="doccomment">/// CanvasShader holds the pipeline and render pass for the input shader source</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Clone</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">TextShader</span> {
<span class="ident">graphics_pipeline</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span><span class="op">&gt;</span>,
<span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span>,
<span class="ident">name</span>: <span class="ident">String</span>,
<span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>,
<span class="ident">renderpass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>,
}
<span class="kw">impl</span> <span class="ident">TextShader</span> {}
<span class="doccomment">/// Gives CanvasShader the resource functions</span>
<span class="kw">impl</span> <span class="ident">CompiledGraphicsPipelineResources</span> <span class="kw">for</span> <span class="ident">TextShader</span> {}
<span class="doccomment">/// Convenience interface so we don&#39;t have to juggle shader types</span>
<span class="kw">impl</span> <span class="ident">CompiledGraphicsPipeline</span> <span class="kw">for</span> <span class="ident">TextShader</span> {
<span class="doccomment">/// This will explode when the shader does not want to compile</span>
<span class="kw">fn</span> <span class="ident">new</span>(<span class="ident">filename</span>: <span class="ident">String</span>,
<span class="ident">device</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">Device</span><span class="op">&gt;</span>,
<span class="ident">handle</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span>,
<span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">TextShader</span> {
<span class="kw">let</span> <span class="ident">compiled_vertex</span> <span class="op">=</span> <span class="ident">GenericShader</span>::<span class="ident">compile</span>(
<span class="ident">GenericShader</span>::<span class="ident">get_path</span>(<span class="ident">filename</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>).<span class="ident">into</span>(),
<span class="ident">device</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>
);
<span class="kw">let</span> <span class="ident">vertex_entry_point</span> <span class="op">=</span> <span class="kw">unsafe</span> {
<span class="prelude-val">Some</span>(<span class="ident">compiled_vertex</span>.<span class="number">1</span>.<span class="ident">graphics_entry_point</span>(
<span class="kw-2">&amp;</span><span class="ident">CStr</span>::<span class="ident">from_bytes_with_nul_unchecked</span>(<span class="string">b&quot;main\0&quot;</span>),
<span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">input</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">output</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_vertex</span>.<span class="number">0</span>.<span class="ident">layout</span>,
<span class="ident">GenericShader</span>::<span class="ident">convert_vk</span>(<span class="ident">ShaderType</span>::<span class="ident">VERTEX</span>),
)).<span class="ident">unwrap</span>()
};
<span class="kw">let</span> <span class="ident">compiled_fragment</span> <span class="op">=</span> <span class="ident">GenericShader</span>::<span class="ident">compile</span>(
<span class="ident">GenericShader</span>::<span class="ident">get_path</span>(<span class="ident">filename</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>).<span class="ident">into</span>(),
<span class="ident">device</span>.<span class="ident">clone</span>(), <span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>
);
<span class="kw">let</span> <span class="ident">fragment_entry_point</span> <span class="op">=</span> <span class="kw">unsafe</span> {
<span class="prelude-val">Some</span>(<span class="ident">compiled_fragment</span>.<span class="number">1</span>.<span class="ident">graphics_entry_point</span>(
<span class="kw-2">&amp;</span><span class="ident">CStr</span>::<span class="ident">from_bytes_with_nul_unchecked</span>(<span class="string">b&quot;main\0&quot;</span>),
<span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">input</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">output</span>.<span class="ident">unwrap</span>(),
<span class="ident">compiled_fragment</span>.<span class="number">0</span>.<span class="ident">layout</span>,
<span class="ident">GenericShader</span>::<span class="ident">convert_vk</span>(<span class="ident">ShaderType</span>::<span class="ident">FRAGMENT</span>),
)).<span class="ident">unwrap</span>()
};
<span class="kw">let</span> <span class="ident">stencil</span> <span class="op">=</span> <span class="ident">DepthStencil</span> {
<span class="ident">depth_compare</span>: <span class="ident">Compare</span>::<span class="ident">Less</span>,
<span class="ident">depth_write</span>: <span class="bool-val">true</span>,
<span class="ident">depth_bounds_test</span>: <span class="ident">DepthBounds</span>::<span class="ident">Disabled</span>,
<span class="ident">stencil_front</span>: <span class="ident">Stencil</span> {
<span class="ident">compare</span>: <span class="ident">Compare</span>::<span class="ident">Equal</span>,
<span class="ident">pass_op</span>: <span class="ident">StencilOp</span>::<span class="ident">IncrementAndWrap</span>,
<span class="ident">fail_op</span>: <span class="ident">StencilOp</span>::<span class="ident">DecrementAndClamp</span>,
<span class="ident">depth_fail_op</span>: <span class="ident">StencilOp</span>::<span class="ident">Keep</span>,
<span class="ident">compare_mask</span>: <span class="prelude-val">None</span>,
<span class="ident">write_mask</span>: <span class="prelude-val">None</span>,
<span class="ident">reference</span>: <span class="prelude-val">None</span>,
},
<span class="ident">stencil_back</span>: <span class="ident">Stencil</span> {
<span class="ident">compare</span>: <span class="ident">Compare</span>::<span class="ident">Equal</span>,
<span class="ident">pass_op</span>: <span class="ident">StencilOp</span>::<span class="ident">Invert</span>,
<span class="ident">fail_op</span>: <span class="ident">StencilOp</span>::<span class="ident">Zero</span>,
<span class="ident">depth_fail_op</span>: <span class="ident">StencilOp</span>::<span class="ident">Zero</span>,
<span class="ident">compare_mask</span>: <span class="prelude-val">None</span>,
<span class="ident">write_mask</span>: <span class="prelude-val">None</span>,
<span class="ident">reference</span>: <span class="prelude-val">None</span>,
},
};
<span class="kw">let</span> <span class="ident">vertex_definition</span> <span class="op">=</span> <span class="ident">RuntimeVertexDef</span>::<span class="ident">from_primitive</span>(<span class="number">0</span>);
<span class="ident">TextShader</span> {
<span class="ident">graphics_pipeline</span>:
<span class="prelude-val">Some</span>(<span class="ident">Arc</span>::<span class="ident">new</span>(<span class="ident">GraphicsPipeline</span>::<span class="ident">start</span>()
<span class="comment">//OneVertexOneInstanceDefinition::&lt;Vertex3D, GlyphInstance&gt;</span>
.<span class="ident">vertex_input</span>(<span class="ident">vertex_definition</span>)
.<span class="ident">vertex_shader</span>(<span class="ident">vertex_entry_point</span>.<span class="ident">clone</span>(), <span class="ident">ShaderSpecializationConstants</span> {
<span class="ident">first_constant</span>: <span class="number">0</span>,
<span class="ident">second_constant</span>: <span class="number">0</span>,
<span class="ident">third_constant</span>: <span class="number">0.0</span>,
})
.<span class="ident">triangle_list</span>()
<span class="comment">// Use a resizable viewport set to draw over the entire window</span>
.<span class="ident">viewports_dynamic_scissors_irrelevant</span>(<span class="number">1</span>)
.<span class="ident">fragment_shader</span>(<span class="ident">fragment_entry_point</span>.<span class="ident">clone</span>(), <span class="ident">ShaderSpecializationConstants</span> {
<span class="ident">first_constant</span>: <span class="number">0</span>,
<span class="ident">second_constant</span>: <span class="number">0</span>,
<span class="ident">third_constant</span>: <span class="number">0.0</span>,
})
.<span class="ident">depth_stencil</span>(<span class="ident">stencil</span>)
<span class="comment">// We have to indicate which subpass of which render pass this pipeline is going to be used</span>
<span class="comment">// in. The pipeline will only be usable from this particular subpass.</span>
.<span class="ident">render_pass</span>(<span class="ident">Subpass</span>::<span class="ident">from</span>(<span class="ident">render_pass</span>.<span class="ident">clone</span>(), <span class="number">0</span>).<span class="ident">unwrap</span>())
.<span class="ident">build</span>(<span class="ident">device</span>.<span class="ident">clone</span>())
.<span class="ident">unwrap</span>())),
<span class="ident">device</span>: <span class="ident">device</span>,
<span class="ident">handle</span>: <span class="ident">handle</span>.<span class="ident">clone</span>(),
<span class="ident">name</span>: <span class="ident">filename</span>.<span class="ident">clone</span>(),
<span class="ident">renderpass</span>: <span class="ident">render_pass</span>.<span class="ident">clone</span>(),
}
}
<span class="kw">fn</span> <span class="ident">get_name</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">String</span> {
<span class="self">self</span>.<span class="ident">name</span>.<span class="ident">clone</span>()
}
<span class="kw">fn</span> <span class="ident">get_handle</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="ident">CompiledGraphicsPipelineHandle</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">handle</span>.<span class="ident">clone</span>()
}
<span class="kw">fn</span> <span class="ident">get_pipeline</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">GraphicsPipelineAbstract</span> <span class="op">+</span> <span class="ident">Sync</span> <span class="op">+</span> <span class="ident">Send</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">graphics_pipeline</span>.<span class="ident">clone</span>().<span class="ident">unwrap</span>()
}
<span class="kw">fn</span> <span class="ident">get_renderpass</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">renderpass</span>.<span class="ident">clone</span>()
}
<span class="kw">fn</span> <span class="ident">recompile</span>(<span class="self">self</span>, <span class="ident">render_pass</span>: <span class="ident">Arc</span><span class="op">&lt;</span><span class="kw">dyn</span> <span class="ident">RenderPassAbstract</span> <span class="op">+</span> <span class="ident">Send</span> <span class="op">+</span> <span class="ident">Sync</span><span class="op">&gt;</span>) <span class="op">-</span><span class="op">&gt;</span> <span class="ident">TextShader</span> {
<span class="ident">TextShader</span>::<span class="ident">new</span>(<span class="self">self</span>.<span class="ident">name</span>,
<span class="self">self</span>.<span class="ident">device</span>,
<span class="self">self</span>.<span class="ident">handle</span>,
<span class="self">self</span>.<span class="ident">renderpass</span>.<span class="ident">clone</span>())
}
}
</pre></div>
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