moved to rust style file tree
This commit is contained in:
95
src/canvas/canvas_buffer.rs
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95
src/canvas/canvas_buffer.rs
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@@ -0,0 +1,95 @@
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use crate::canvas::canvas_state::{CanvasTextureHandle, CanvasImageHandle};
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use vulkano::image::{ImmutableImage, AttachmentImage};
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use std::sync::Arc;
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use vulkano::format::{Format, R8Unorm};
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use crate::canvas::canvas_shader::CanvasShader;
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use vulkano::sampler::Sampler;
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use vulkano::descriptor::DescriptorSet;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use vulkano::buffer::CpuAccessibleBuffer;
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use crate::canvas::canvas_text::{CanvasTextCacheHandle, CanvasTextHandle};
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#[derive(Clone)]
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pub struct CanvasTexture {
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pub(crate) handle: Arc<CanvasTextureHandle>,
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pub(crate) buffer: Arc<ImmutableImage<Format>>,
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pub(crate) name: String,
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pub(crate) size: (u32, u32),
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}
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impl CanvasTexture {
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pub fn get_descriptor_set(&self,
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shader: Arc<CanvasShader>,
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sampler: Arc<Sampler>) -> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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shader.clone().get_pipeline().clone(), 0,
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)
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.add_sampled_image(self.buffer.clone(), sampler.clone()).unwrap()
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.build().unwrap());
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o
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}
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}
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#[derive(Clone)]
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pub struct CanvasImage {
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pub(crate) handle: Arc<CanvasImageHandle>,
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pub(crate) buffer: Arc<AttachmentImage>,
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pub(crate) size: (u32, u32),
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}
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impl CanvasImage {
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pub fn get_descriptor_set(&self, shader: Arc<CanvasShader>)
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-> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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shader.clone().get_pipeline().clone(), 0,
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)
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.add_image(self.buffer.clone()).unwrap()
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.build().unwrap());
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o
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}
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}
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#[derive(Clone)]
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pub struct CanvasTextCache {
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pub(crate) handle: Arc<CanvasTextCacheHandle>,
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pub(crate) buffer: Arc<CpuAccessibleBuffer<u8>>,
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pub(crate) size: (u32, u32),
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}
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impl CanvasTextCache {
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pub fn get_descriptor_set(&self,
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shader: Arc<CanvasShader>,
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sampler: Arc<Sampler>) -> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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shader.clone().get_pipeline().clone(), 0,
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)
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.add_buffer(self.buffer.clone()).unwrap()
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.build().unwrap());
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o
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}
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}
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#[derive(Clone)]
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pub struct CanvasText {
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pub(crate) handle: Arc<CanvasTextHandle>,
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pub(crate) buffer: Arc<ImmutableImage<R8Unorm>>,
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pub(crate) size: (u32, u32),
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}
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impl CanvasText {
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pub fn get_descriptor_set(&self,
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shader: Arc<CanvasShader>,
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sampler: Arc<Sampler>) -> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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shader.clone().get_pipeline().clone(), 0,
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)
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.add_sampled_image(self.buffer.clone(), sampler.clone()).unwrap()
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.build().unwrap());
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o
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}
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}
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48
src/canvas/canvas_frame.rs
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48
src/canvas/canvas_frame.rs
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@@ -0,0 +1,48 @@
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use crate::util::vertex_3d::{Vertex3D};
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use std::sync::Arc;
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use std::collections::HashMap;
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use crate::canvas::canvas_state::{Drawable, CanvasTextureHandle, CanvasImageHandle};
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///
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pub struct CanvasFrame {
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pub colored_drawables: Vec<Vertex3D>,
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pub textured_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<Vertex3D>>>,
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pub image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>,
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}
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impl CanvasFrame {
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/// Creates a bare canvas frame with empty accumulators
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pub fn new() -> CanvasFrame {
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CanvasFrame {
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colored_drawables: vec![],
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textured_drawables: Default::default(),
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image_drawables: Default::default(),
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}
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}
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/// Accumulates the drawables collected Vertex2D's
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pub fn draw(&mut self, drawable: &dyn Drawable) {
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match drawable.get_texture_handle() {
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Some(handle) => {
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self.textured_drawables
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.entry(handle.clone())
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.or_insert(Vec::new())
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.push(drawable.collect());
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}
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None => {
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match drawable.get_image_handle() {
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Some(handle) => {
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self.image_drawables
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.entry(handle.clone())
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.or_insert(Vec::new())
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.push(drawable.collect());
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}
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None => {
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self.colored_drawables.extend(drawable.collect());
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}
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}
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}
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}
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}
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}
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294
src/canvas/canvas_shader.rs
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294
src/canvas/canvas_shader.rs
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@@ -0,0 +1,294 @@
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use vulkano::device::{Device, Queue};
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use vulkano::instance::{PhysicalDevice, QueueFamily};
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use vulkano::pipeline::{GraphicsPipeline, GraphicsPipelineAbstract, GraphicsPipelineBuilder};
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use std::sync::Arc;
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use std::ffi::CStr;
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use std::path::PathBuf;
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use shade_runner as sr;
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use vulkano::framebuffer::{Subpass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::Capabilities;
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use vulkano::pipeline::vertex::SingleBufferDefinition;
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use crate::util::vertex_3d::Vertex3D;
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use vulkano::pipeline::depth_stencil::{DepthStencil, Stencil, StencilOp, Compare, DepthBounds};
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use std::collections::HashSet;
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/// Typed wrapper for a u32 handle
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CompiledGraphicsPipelineHandle {
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pub handle: u32
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}
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pub trait CompiledGraphicsPipeline {
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// fn get_paths(&self, filename: String) -> Vec<(ShaderType, PathBuf)> {
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//
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// let project_root =
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// std::env::current_dir()
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// .expect("failed to get root directory");
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//
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// let mut shader_path = project_root.clone();
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// shader_path.push(PathBuf::from("resources/shaders/"));
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//
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//
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//
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// let mut vertex_shader_path = shader_path.clone();
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// vertex_shader_path.push(PathBuf::from("resources/shaders/"));
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// vertex_shader_path.push(PathBuf::from(filename.clone() + ".vertex"));
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//
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// let mut fragment_shader_path = project_root.clone();
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// fragment_shader_path.push(PathBuf::from("resources/shaders/"));
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// fragment_shader_path.push(PathBuf::from(filename.clone() + ".fragment"));
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//
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// (vertex_shader_path, fragment_shader_path)
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// }
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fn new(filename: String, shaders: HashSet<ShaderType>) -> Self;
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fn get_name() -> String;
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fn get_handle() -> Arc<CompiledGraphicsPipelineHandle>;
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fn get_pipeline() -> Arc<dyn GraphicsPipelineAbstract + Sync + Send>;
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fn recompile();
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}
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/// Legacy ShaderType enum for single type shaders.
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#[derive(PartialEq, Eq, Hash, Clone)]
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pub enum ShaderType {
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VERTEX = 0,
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FRAGMENT = 1,
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GEOMETRY = 2,
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TESSELATION = 3,
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}
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/// Typed wrapper for a u32 shader handle (index id)
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#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
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pub struct CanvasShaderHandle {
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pub handle: u32
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}
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/// CanvasShader holds the pipeline and render pass for the input shader source
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#[derive(Clone)]
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pub struct CanvasShader {
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graphics_pipeline: Option<Arc<dyn GraphicsPipelineAbstract + Sync + Send>>,
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device: Arc<Device>,
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pub(crate) handle: Arc<CanvasShaderHandle>,
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pub(crate) name: String,
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}
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impl CompiledGraphicsPipeline for CanvasShader {
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// fn get_path(filename: String) -> (PathBuf, PathBuf) {
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// let project_root =
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// std::env::current_dir()
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// .expect("failed to get root directory");
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//
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// let mut shader_path = project_root.clone();
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// shader_path.push(PathBuf::from("resources/shaders/"));
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//
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// let mut vertex_shader_path = project_root.clone();
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// vertex_shader_path.push(PathBuf::from("resources/shaders/"));
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// vertex_shader_path.push(PathBuf::from(filename.clone() + ".vertex"));
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//
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// let mut fragment_shader_path = project_root.clone();
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// fragment_shader_path.push(PathBuf::from("resources/shaders/"));
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// fragment_shader_path.push(PathBuf::from(filename.clone() + ".fragment"));
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//
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// (vertex_shader_path, fragment_shader_path)
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// }
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fn new(filename: String, shaders: HashSet<ShaderType>) -> Self {
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unimplemented!()
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}
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fn get_name() -> String {
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unimplemented!()
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}
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fn get_handle() -> Arc<CompiledGraphicsPipelineHandle> {
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unimplemented!()
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}
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fn get_pipeline() -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
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unimplemented!()
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}
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fn recompile() {
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unimplemented!()
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}
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}
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impl CanvasShader {
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fn get_path(filename: String) -> (PathBuf, PathBuf) {
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let project_root =
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std::env::current_dir()
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.expect("failed to get root directory");
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let mut shader_path = project_root.clone();
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shader_path.push(PathBuf::from("resources/shaders/"));
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let mut vertex_shader_path = project_root.clone();
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vertex_shader_path.push(PathBuf::from("resources/shaders/"));
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vertex_shader_path.push(PathBuf::from(filename.clone() + ".vertex"));
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let mut fragment_shader_path = project_root.clone();
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fragment_shader_path.push(PathBuf::from("resources/shaders/"));
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fragment_shader_path.push(PathBuf::from(filename.clone() + ".fragment"));
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(vertex_shader_path, fragment_shader_path)
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}
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/// Clone and returns the compiled graphics pipeline
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pub fn get_pipeline(&self) -> Arc<dyn GraphicsPipelineAbstract + Sync + Send> {
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self.graphics_pipeline.clone().unwrap()
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}
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/// Create a new shader.
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/// This will explode when the shader does not want to compile
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pub fn new(filename: String,
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capabilities: Capabilities,
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queue: Arc<Queue>,
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physical: PhysicalDevice,
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device: Arc<Device>,
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handle: Arc<CanvasShaderHandle>,
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render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,) -> CanvasShader {
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let format = capabilities.supported_formats[0].0;
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let filenames = CanvasShader::get_path(filename.clone());
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// TODO: better compile message, run til successful compile
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let shader = sr::load(filenames.0, filenames.1)
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.expect("Shader didn't compile");
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let vulkano_entry =
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sr::parse(&shader)
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.expect("failed to parse");
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let fragment_shader_module: Arc<ShaderModule> = unsafe {
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let filenames1 = CanvasShader::get_path(filename.clone());
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let shader1 = sr::load(filenames1.0, filenames1.1)
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.expect("Shader didn't compile");
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vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader1.fragment.clone())
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}.unwrap();
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let vertex_shader_module: Arc<ShaderModule> = unsafe {
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let filenames1 = CanvasShader::get_path(filename.clone());
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let shader1 = sr::load(filenames1.0, filenames1.1)
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.expect("Shader didn't compile");
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vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &shader1.vertex.clone())
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}.unwrap();
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let filenames = CanvasShader::get_path(filename.clone());
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let frag_entry_point = unsafe {
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Some(fragment_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.frag_input,
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vulkano_entry.frag_output,
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vulkano_entry.frag_layout,
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GraphicsShaderType::Fragment))
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};
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let vertex_entry_point = unsafe {
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Some(vertex_shader_module.graphics_entry_point(CStr::from_bytes_with_nul_unchecked(b"main\0"),
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vulkano_entry.vert_input,
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vulkano_entry.vert_output,
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vulkano_entry.vert_layout,
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GraphicsShaderType::Vertex))
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};
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let stencil = DepthStencil {
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depth_compare: Compare::Less,
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depth_write: true,
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depth_bounds_test: DepthBounds::Disabled,
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stencil_front: Stencil {
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compare: Compare::Equal,
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pass_op: StencilOp::IncrementAndWrap,
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fail_op: StencilOp::DecrementAndClamp,
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depth_fail_op: StencilOp::Keep,
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compare_mask: None,
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write_mask: None,
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reference: None,
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},
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stencil_back: Stencil {
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compare: Compare::Equal,
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pass_op: StencilOp::Invert,
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fail_op: StencilOp::Zero,
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depth_fail_op: StencilOp::Zero,
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compare_mask: None,
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write_mask: None,
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reference: None,
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},
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};
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CanvasShader {
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graphics_pipeline: Some(Arc::new(GraphicsPipeline::start()
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.vertex_input(SingleBufferDefinition::<Vertex3D>::new())
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.vertex_shader(vertex_entry_point.clone().unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
|
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|
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.triangle_list()
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// Use a resizable viewport set to draw over the entire window
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.viewports_dynamic_scissors_irrelevant(1)
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.fragment_shader(frag_entry_point.clone().unwrap(), ShaderSpecializationConstants {
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first_constant: 0,
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second_constant: 0,
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third_constant: 0.0,
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})
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.depth_stencil(stencil)
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// We have to indicate which subpass of which render pass this pipeline is going to be used
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// in. The pipeline will only be usable from this particular subpass.
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.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||
|
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.build(device.clone())
|
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.unwrap())),
|
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|
||||
device: device,
|
||||
handle: handle.clone(),
|
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name: filename.clone(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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#[repr(C)]
|
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#[derive(Default, Debug, Clone)]
|
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/// Specialization constants which can be passed to the shader. Pretty much placeholder ATM
|
||||
struct ShaderSpecializationConstants {
|
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first_constant: i32,
|
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second_constant: u32,
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third_constant: f32,
|
||||
}
|
||||
|
||||
unsafe impl SpecializationConstants for ShaderSpecializationConstants {
|
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fn descriptors() -> &'static [SpecializationMapEntry] {
|
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static DESCRIPTORS: [SpecializationMapEntry; 3] = [
|
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SpecializationMapEntry {
|
||||
constant_id: 0,
|
||||
offset: 0,
|
||||
size: 4,
|
||||
},
|
||||
SpecializationMapEntry {
|
||||
constant_id: 1,
|
||||
offset: 4,
|
||||
size: 4,
|
||||
},
|
||||
SpecializationMapEntry {
|
||||
constant_id: 2,
|
||||
offset: 8,
|
||||
size: 4,
|
||||
},
|
||||
];
|
||||
|
||||
&DESCRIPTORS
|
||||
}
|
||||
}
|
||||
617
src/canvas/canvas_state.rs
Normal file
617
src/canvas/canvas_state.rs
Normal file
@@ -0,0 +1,617 @@
|
||||
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
|
||||
use std::collections::HashMap;
|
||||
use vulkano::buffer::{BufferAccess, BufferUsage, ImmutableBuffer, CpuAccessibleBuffer};
|
||||
use std::sync::Arc;
|
||||
use vulkano::format::{ClearValue, Format, R8Unorm};
|
||||
use vulkano::framebuffer::{FramebufferAbstract, Framebuffer, RenderPass, RenderPassAbstract};
|
||||
use vulkano::device::{Device, Queue};
|
||||
use vulkano::instance::PhysicalDevice;
|
||||
use vulkano::image::immutable::ImmutableImage;
|
||||
use vulkano::image::{Dimensions, ImageAccess, ImageDimensions, SwapchainImage, ImageUsage, AttachmentImage, ImageLayout};
|
||||
use vulkano::sampler::{Sampler, SamplerAddressMode, MipmapMode, Filter};
|
||||
use vulkano::descriptor::DescriptorSet;
|
||||
use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
|
||||
use std::path::PathBuf;
|
||||
use image::GenericImageView;
|
||||
use std::iter::FromIterator;
|
||||
use vulkano::swapchain::Capabilities;
|
||||
use winit::Window;
|
||||
use vulkano::pipeline::viewport::Viewport;
|
||||
use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
|
||||
use crate::canvas::canvas_frame::CanvasFrame;
|
||||
use std::hash::Hash;
|
||||
use crate::canvas::canvas_text::{CanvasText, CanvasTextHandle};
|
||||
use crate::canvas::canvas_shader::{CanvasShader, CanvasShaderHandle};
|
||||
use crate::canvas::canvas_buffer::{CanvasImage, CanvasTexture, CanvasTextCache};
|
||||
use crate::util::vertex_3d::Vertex3D;
|
||||
use vulkano::pipeline::depth_stencil::{StencilFaceFlags, DynamicStencilValue};
|
||||
|
||||
/// A drawable object can be passed into a CanvasFrame to be rendered
|
||||
/// Very generic implementation. (N % 2 == 0) vertices, ditto for texture coords, and rgba color
|
||||
/// Provides Image and Texture handles for drawing
|
||||
/// Split out to two drawables?
|
||||
///
|
||||
pub trait Drawable {
|
||||
|
||||
fn get_vertices(&self) -> Vec<(f32, f32, f32)>;
|
||||
fn get_color(&self) -> (f32, f32, f32, f32);
|
||||
fn get_ti_coords(&self) -> Vec<(f32, f32)>;
|
||||
|
||||
fn get_texture_handle(&self) -> Option<Arc<CanvasTextureHandle>>;
|
||||
fn get_image_handle(&self) -> Option<Arc<CanvasImageHandle>>;
|
||||
// fn get_text_handle(&self) -> Option<Arc<CanvasTextHandle>>;
|
||||
|
||||
fn collect(&self) -> Vec<Vertex3D> {
|
||||
let color = self.get_color();
|
||||
self.get_vertices().iter().zip(self.get_ti_coords().iter()).map(|(a, b)|
|
||||
Vertex3D {
|
||||
v_position: [a.0, a.1, a.2],
|
||||
color: [color.0, color.1, color.2, color.3],
|
||||
ti_position: [b.0, b.1],
|
||||
}).collect()
|
||||
}
|
||||
}
|
||||
|
||||
/// Legacy ShaderType enum for single type shaders.
|
||||
#[derive(PartialEq, Eq, Hash, Clone)]
|
||||
pub enum ShaderType {
|
||||
SOLID = 0,
|
||||
TEXTURED = 1,
|
||||
IMAGE = 2,
|
||||
}
|
||||
|
||||
/// Typed wrapper for a u32 texture handle (index id)
|
||||
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
|
||||
pub struct CanvasTextureHandle {
|
||||
pub handle: u32
|
||||
}
|
||||
|
||||
/// Typed wrapper for a u32 image handle (index id)
|
||||
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
|
||||
pub struct CanvasImageHandle {
|
||||
pub handle: u32
|
||||
}
|
||||
|
||||
/// Canvas state is used for storage of texture and image buffers in addition to vertex buffers
|
||||
/// Canvas state also contains logic for writing the stored buffers to the command_buffer
|
||||
#[derive(Clone)]
|
||||
pub struct CanvasState {
|
||||
/// Generated during new()
|
||||
dynamic_state: DynamicState,
|
||||
/// Generated during new()
|
||||
sampler: Arc<Sampler>,
|
||||
|
||||
// hold the image, texture, and shader buffers the same was as we do CompuState
|
||||
image_buffers: Vec<Arc<CanvasImage>>,
|
||||
texture_buffers: Vec<Arc<CanvasTexture>>,
|
||||
shader_buffers: Vec<Arc<CanvasShader>>,
|
||||
text_buffers: Vec<Arc<(CanvasText, CanvasTextCache)>>,
|
||||
|
||||
// Hold onto the vertices we get from the Compu and Canvas Frames
|
||||
// When the run comes around, push the vertices to the GPU
|
||||
colored_drawables: Vec<Vertex3D>,
|
||||
colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
|
||||
|
||||
textured_drawables: HashMap<Arc<CanvasTextureHandle>, Vec<Vec<Vertex3D>>>,
|
||||
textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
|
||||
|
||||
image_drawables: HashMap<Arc<CanvasImageHandle>, Vec<Vec<Vertex3D>>>,
|
||||
image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync)>>,
|
||||
|
||||
// Looks like we gotta hold onto the queue for managing textures
|
||||
queue: Arc<Queue>,
|
||||
device: Arc<Device>,
|
||||
render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
|
||||
}
|
||||
|
||||
|
||||
impl CanvasState {
|
||||
/// This method is called once during initialization, then again whenever the window is resized
|
||||
pub fn window_size_dependent_setup(&mut self, images: &[Arc<SwapchainImage<Window>>])
|
||||
-> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
|
||||
let dimensions = images[0].dimensions();
|
||||
|
||||
self.dynamic_state.viewports =
|
||||
Some(vec![Viewport {
|
||||
origin: [0.0, 0.0],
|
||||
dimensions: [dimensions.width() as f32, dimensions.height() as f32],
|
||||
depth_range: 0.0..1.0,
|
||||
}]);
|
||||
|
||||
let dimensions = [dimensions.width(), dimensions.height()];
|
||||
let depth_buffer = AttachmentImage::transient(self.device.clone(), dimensions, Format::D32Sfloat_S8Uint).unwrap();
|
||||
|
||||
images.iter().map(|image| {
|
||||
Arc::new(
|
||||
Framebuffer::start(self.render_pass.clone())
|
||||
.add(image.clone()).unwrap()
|
||||
.add(depth_buffer.clone()).unwrap()
|
||||
.build().unwrap()
|
||||
) as Arc<dyn FramebufferAbstract + Send + Sync>
|
||||
}).collect::<Vec<_>>()
|
||||
}
|
||||
|
||||
/// Creates a Canvas State. Which at this point is pretty empty
|
||||
pub fn new(queue: Arc<Queue>,
|
||||
device: Arc<Device>,
|
||||
physical: PhysicalDevice,
|
||||
capabilities: Capabilities) -> CanvasState {
|
||||
let format = capabilities.supported_formats[0].0;
|
||||
|
||||
let render_pass = Arc::new(vulkano::single_pass_renderpass!(
|
||||
device.clone(),
|
||||
|
||||
// Attachments are outgoing like f_color
|
||||
attachments: {
|
||||
// `color` is a custom name we give to the first and only attachment.
|
||||
color: {
|
||||
// `load: Clear` means that we ask the GPU to clear the content of this
|
||||
// attachment at the start of the drawing.
|
||||
load: Clear,
|
||||
// `store: Store` means that we ask the GPU to store the output of the draw
|
||||
// in the actual image. We could also ask it to discard the result.
|
||||
store: Store,
|
||||
// `format: <ty>` indicates the type of the format of the image. This has to
|
||||
// be one of the types of the `vulkano::format` module (or alternatively one
|
||||
// of your structs that implements the `FormatDesc` trait). Here we use the
|
||||
// same format as the swapchain.
|
||||
format: format,
|
||||
samples: 1,
|
||||
},
|
||||
|
||||
depth: {
|
||||
load: Clear,
|
||||
store: DontCare,
|
||||
format: Format::D32Sfloat_S8Uint,
|
||||
samples: 1,
|
||||
}
|
||||
},
|
||||
pass: {
|
||||
// We use the attachment named `color` as the one and only color attachment.
|
||||
color: [color],
|
||||
// No depth-stencil attachment is indicated with empty brackets.
|
||||
depth_stencil: {depth}
|
||||
}
|
||||
).unwrap());
|
||||
|
||||
|
||||
CanvasState {
|
||||
dynamic_state: DynamicState {
|
||||
line_width: None,
|
||||
viewports: None,
|
||||
scissors: None,
|
||||
compare_mask: Some(DynamicStencilValue {
|
||||
face: StencilFaceFlags::StencilFrontAndBack,
|
||||
value: 0xFF,
|
||||
}),
|
||||
write_mask: Some(DynamicStencilValue {
|
||||
face: StencilFaceFlags::StencilFrontAndBack,
|
||||
value: 0xFF,
|
||||
}),
|
||||
reference: Some(DynamicStencilValue {
|
||||
face: StencilFaceFlags::StencilFrontAndBack,
|
||||
value: 0xFF,
|
||||
}),
|
||||
},
|
||||
sampler: Sampler::new(device.clone(),
|
||||
Filter::Linear, Filter::Linear,
|
||||
MipmapMode::Nearest,
|
||||
SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
|
||||
SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
|
||||
image_buffers: vec![],
|
||||
texture_buffers: vec![],
|
||||
shader_buffers: vec![],
|
||||
|
||||
text_buffers: vec![],
|
||||
colored_drawables: vec![],
|
||||
colored_vertex_buffer: vec![],
|
||||
textured_drawables: HashMap::default(),
|
||||
textured_vertex_buffer: Default::default(),
|
||||
image_drawables: Default::default(),
|
||||
image_vertex_buffer: Default::default(),
|
||||
|
||||
queue: queue.clone(),
|
||||
device: device.clone(),
|
||||
render_pass: render_pass.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
|
||||
pub fn create_text_buffers(&mut self, dimensions: (u32, u32)) -> Arc<CanvasTextHandle> {
|
||||
|
||||
let handle = Arc::new(CanvasTextHandle { handle: self.text_buffers.len() as u32 });
|
||||
//
|
||||
// let text = CanvasText {
|
||||
// handle: handle.clone(),
|
||||
// buffer: ImmutableImage::uninitialized(
|
||||
// self.device.clone(),
|
||||
// Dimensions::Dim2d { width: CACHE_WIDTH as u32, height: CACHE_HEIGHT as u32 },
|
||||
// R8Unorm,
|
||||
// 1,
|
||||
// ImageUsage {
|
||||
// sampled: true,
|
||||
// transfer_destination: true,
|
||||
// .. ImageUsage::none()
|
||||
// },
|
||||
// ImageLayout::General,
|
||||
// Some(self.queue.family())
|
||||
// ).unwrap().0,
|
||||
// size: dimensions,
|
||||
// };
|
||||
//
|
||||
// let text_cache = CanvasTextCache {
|
||||
// handle: handle.clone(),
|
||||
// buffer: CpuAccessibleBuffer::<[u8]>::from_iter(
|
||||
// self.device.clone(),
|
||||
// BufferUsage::all(),
|
||||
// cache_pixel_buffer.iter().cloned()
|
||||
// ).unwrap(),
|
||||
// size: dimensions,
|
||||
// };
|
||||
//
|
||||
// self.text_buffers.push(Arc::new((text, text_cache)));
|
||||
//
|
||||
handle
|
||||
}
|
||||
|
||||
|
||||
/// Using the dimensions and suggested usage, load a CanvasImage and return it's handle
|
||||
pub fn create_image(&mut self, dimensions: (u32, u32), usage: ImageUsage) -> Arc<CanvasImageHandle> {
|
||||
let handle = Arc::new(CanvasImageHandle { handle: self.image_buffers.len() as u32 });
|
||||
|
||||
let image = CanvasImage {
|
||||
handle: handle.clone(),
|
||||
buffer: AttachmentImage::with_usage(
|
||||
self.device.clone(),
|
||||
[dimensions.0, dimensions.1],
|
||||
Format::R8G8B8A8Uint,
|
||||
usage).unwrap(),
|
||||
size: dimensions,
|
||||
};
|
||||
|
||||
self.image_buffers.push(Arc::new(image));
|
||||
|
||||
handle
|
||||
}
|
||||
|
||||
/// Return the image buffer from an input image handle
|
||||
pub fn get_image(&self, image_handle: Arc<CanvasImageHandle>) -> Arc<AttachmentImage> {
|
||||
self.image_buffers.get((*image_handle).clone().handle as usize).unwrap()
|
||||
.clone().buffer.clone()
|
||||
}
|
||||
|
||||
/// Load a texture buffer from an input filename
|
||||
fn get_texture_from_file(&self, image_filename: String) -> Arc<ImmutableImage<Format>> {
|
||||
let project_root =
|
||||
std::env::current_dir()
|
||||
.expect("failed to get root directory");
|
||||
|
||||
let mut compute_path = project_root.clone();
|
||||
compute_path.push(PathBuf::from("resources/images/"));
|
||||
compute_path.push(PathBuf::from(image_filename));
|
||||
|
||||
let img = image::open(compute_path).expect("Couldn't find image");
|
||||
|
||||
let xy = img.dimensions();
|
||||
|
||||
let data_length = xy.0 * xy.1 * 4;
|
||||
let pixel_count = img.raw_pixels().len();
|
||||
|
||||
let mut image_buffer = Vec::new();
|
||||
|
||||
if pixel_count != data_length as usize {
|
||||
println!("Creating apha channel...");
|
||||
for i in img.raw_pixels().iter() {
|
||||
if (image_buffer.len() + 1) % 4 == 0 {
|
||||
image_buffer.push(255);
|
||||
}
|
||||
image_buffer.push(*i);
|
||||
}
|
||||
image_buffer.push(255);
|
||||
} else {
|
||||
image_buffer = img.raw_pixels();
|
||||
}
|
||||
|
||||
let (texture, tex_future) = ImmutableImage::from_iter(
|
||||
image_buffer.iter().cloned(),
|
||||
Dimensions::Dim2d { width: xy.0, height: xy.1 },
|
||||
Format::R8G8B8A8Srgb,
|
||||
self.queue.clone(),
|
||||
).unwrap();
|
||||
|
||||
texture
|
||||
}
|
||||
|
||||
/// Load a texture using it's filename from a file. Returns the handle of the loaded texture
|
||||
pub fn load_texture(&mut self, filename: String) -> Option<Arc<CanvasTextureHandle>> {
|
||||
let texture_buffer = self.get_texture_from_file(filename.clone());
|
||||
|
||||
let handle = Arc::new(CanvasTextureHandle {
|
||||
handle: self.texture_buffers.len() as u32
|
||||
});
|
||||
|
||||
let texture = Arc::new(CanvasTexture {
|
||||
handle: handle.clone(),
|
||||
buffer: self.get_texture_from_file(filename.clone()),
|
||||
name: filename.clone(),
|
||||
size: (0, 0),
|
||||
});
|
||||
|
||||
self.texture_buffers.push(texture);
|
||||
|
||||
Some(handle)
|
||||
}
|
||||
|
||||
/// Load and Compile a shader with the filename at resources/shaders
|
||||
/// Takes physical and capabilities as we don't store that in Canvas
|
||||
pub fn load_shader(&mut self,
|
||||
filename: String,
|
||||
shader_type: ShaderType,
|
||||
physical: PhysicalDevice,
|
||||
capabilities: Capabilities) -> Option<Arc<CanvasShaderHandle>> {
|
||||
|
||||
let handle = Arc::new(CanvasShaderHandle {
|
||||
handle: self.shader_buffers.len() as u32
|
||||
});
|
||||
|
||||
// TODO : what is even going on here
|
||||
let shader = match shader_type {
|
||||
ShaderType::SOLID => {
|
||||
Arc::new(CanvasShader::new(
|
||||
filename.clone(),
|
||||
capabilities.clone(),
|
||||
self.queue.clone(),
|
||||
physical.clone(),
|
||||
self.device.clone(),
|
||||
handle.clone(),
|
||||
self.render_pass.clone())
|
||||
)
|
||||
}
|
||||
ShaderType::IMAGE | ShaderType::TEXTURED => {
|
||||
Arc::new(CanvasShader::new(
|
||||
filename.clone(),
|
||||
capabilities.clone(),
|
||||
self.queue.clone(),
|
||||
physical.clone(),
|
||||
self.device.clone(),
|
||||
handle.clone(),
|
||||
self.render_pass.clone())
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
self.shader_buffers.push(shader.clone());
|
||||
|
||||
Some(handle)
|
||||
}
|
||||
|
||||
/// Using the texture name, iterates through the stored textures and matches by the name
|
||||
pub fn get_texture_handle(&self, texture_name: String)
|
||||
-> Option<Arc<CanvasTextureHandle>> {
|
||||
for i in self.texture_buffers.clone() {
|
||||
if i.name == texture_name {
|
||||
return Some(i.handle.clone());
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Using the shader name, iterates through the stored textures and matches by the name
|
||||
pub fn get_shader_handle(&self, shader_name: String)
|
||||
-> Option<Arc<CanvasShaderHandle>> {
|
||||
for shader in self.shader_buffers.clone() {
|
||||
if shader.name == shader_name {
|
||||
return Some(shader.handle.clone());
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Using the texture handle, grab the stored texture and return the buffer
|
||||
pub fn get_texture(&self, texture_handle: Arc<CanvasTextureHandle>)
|
||||
-> Arc<ImmutableImage<Format>> {
|
||||
let handle = texture_handle.handle as usize;
|
||||
|
||||
if let Some(i) = self.texture_buffers.get(handle) {
|
||||
return i.clone().buffer.clone();
|
||||
} else {
|
||||
panic!("{} : Texture not loaded", handle);
|
||||
}
|
||||
}
|
||||
|
||||
/// Scrape all the values from the CanvasFrame and then allocate the vertex buffers
|
||||
pub fn draw(&mut self, canvas_frame: CanvasFrame) {
|
||||
self.textured_drawables = canvas_frame.textured_drawables;
|
||||
self.colored_drawables = canvas_frame.colored_drawables;
|
||||
self.image_drawables = canvas_frame.image_drawables;
|
||||
|
||||
self.allocate_vertex_buffers();
|
||||
}
|
||||
|
||||
/// draw(canvas_fame) stored all the intermediate information, this function
|
||||
/// allocates the vertex buffers using that information
|
||||
fn allocate_vertex_buffers(&mut self) {
|
||||
self.colored_vertex_buffer.clear();
|
||||
{
|
||||
let g = hprof::enter("Colored Vertex Buffer");
|
||||
self.colored_vertex_buffer.push(
|
||||
ImmutableBuffer::from_iter(
|
||||
self.colored_drawables.iter().cloned(),
|
||||
BufferUsage::vertex_buffer(),
|
||||
self.queue.clone(),
|
||||
).unwrap().0
|
||||
);
|
||||
}
|
||||
|
||||
self.textured_vertex_buffer.clear();
|
||||
{
|
||||
let g = hprof::enter("Textured Vertex Buffer");
|
||||
for (k, v) in self.textured_drawables.drain() {
|
||||
let vertex_buffer = v.clone().iter()
|
||||
.fold(Vec::new(), |mut a: Vec<Vertex3D>, b| {
|
||||
a.extend(b);
|
||||
a
|
||||
});
|
||||
|
||||
self.textured_vertex_buffer.insert(
|
||||
k.clone(),
|
||||
ImmutableBuffer::from_iter(
|
||||
vertex_buffer.iter().cloned(),
|
||||
BufferUsage::vertex_buffer(),
|
||||
self.queue.clone(),
|
||||
).unwrap().0,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
self.image_vertex_buffer.clear();
|
||||
{
|
||||
let g = hprof::enter("Image Vertex Buffer");
|
||||
for (k, v) in self.image_drawables.drain() {
|
||||
let vertex_buffer = v.clone().iter()
|
||||
.fold(Vec::new(), |mut a: Vec<Vertex3D>, b| {
|
||||
a.extend(b);
|
||||
a
|
||||
});
|
||||
|
||||
self.image_vertex_buffer.insert(
|
||||
k.clone(),
|
||||
ImmutableBuffer::from_iter(
|
||||
vertex_buffer.iter().cloned(),
|
||||
BufferUsage::vertex_buffer(),
|
||||
self.queue.clone(),
|
||||
).unwrap().0,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Builds the descriptor set for solid colors using the input kernel (needs to support solid colors)
|
||||
fn get_solid_color_descriptor_set(&self, kernel: Arc<CanvasShader>) -> Box<dyn DescriptorSet + Send + Sync> {
|
||||
let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
|
||||
PersistentDescriptorSet::start(
|
||||
kernel.clone().get_pipeline().clone(), 0,
|
||||
).build().unwrap());
|
||||
o
|
||||
}
|
||||
|
||||
/// Pushes the draw commands to the command buffer. Requires the framebuffers and
|
||||
/// image number to be passed in as they are taken care of by the vkprocessor
|
||||
pub fn draw_commands(&mut self,
|
||||
mut command_buffer: AutoCommandBufferBuilder,
|
||||
framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
|
||||
image_num: usize) -> AutoCommandBufferBuilder {
|
||||
|
||||
// Specify the color to clear the framebuffer with i.e. blue
|
||||
let clear_values = vec!(
|
||||
ClearValue::Float([0.0, 0.0, 1.0, 1.0]),
|
||||
ClearValue::DepthStencil((1.0, 0x00)),
|
||||
);
|
||||
|
||||
// self.dynamic_state = DynamicState {
|
||||
// line_width: None,
|
||||
// viewports: self.dynamic_state.viewports.clone(),
|
||||
// scissors: None,
|
||||
// compare_mask: Some(StencilMask{ face: StencilFaceFlags::StencilFaceFrontBit, mask: 0xFF }),
|
||||
// };
|
||||
|
||||
let mut command_buffer = command_buffer.begin_render_pass(
|
||||
framebuffers[image_num].clone(), false, clear_values.clone(),
|
||||
).unwrap();
|
||||
|
||||
// Solid colors
|
||||
let mut shader = self.shader_buffers.get(
|
||||
self.get_shader_handle(String::from("color-passthrough"))
|
||||
.unwrap().clone().handle as usize
|
||||
).unwrap();
|
||||
|
||||
// This looks a little weird as colored_vertex_buffer is a vec of GPU allocated vecs.
|
||||
// But we can pass in multiple vertex buffers
|
||||
|
||||
if !self.colored_vertex_buffer.is_empty() {
|
||||
command_buffer = command_buffer.draw(
|
||||
shader.get_pipeline().clone(),
|
||||
&self.dynamic_state.clone(),
|
||||
self.colored_vertex_buffer.clone(),
|
||||
(), (),
|
||||
).unwrap();
|
||||
}
|
||||
|
||||
// Images
|
||||
let mut shader = self.shader_buffers.get(
|
||||
self.get_shader_handle(String::from("simple_image"))
|
||||
.unwrap().clone().handle as usize
|
||||
).unwrap();
|
||||
|
||||
if !self.image_vertex_buffer.is_empty() {
|
||||
for (image_handle, vertex_buffer) in self.image_vertex_buffer.clone() {
|
||||
let handle = image_handle.clone().handle as usize;
|
||||
let descriptor_set = self.image_buffers.get(handle).clone().unwrap().clone()
|
||||
.get_descriptor_set(shader.clone());
|
||||
|
||||
command_buffer = command_buffer.draw(
|
||||
shader.get_pipeline().clone(),
|
||||
// Multiple vertex buffers must have their definition in the pipeline!
|
||||
&self.dynamic_state.clone(), vec![vertex_buffer],
|
||||
vec![descriptor_set], (),
|
||||
).unwrap();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Textures
|
||||
let mut shader = self.shader_buffers.get(
|
||||
self.get_shader_handle(String::from("simple_texture"))
|
||||
.unwrap().clone().handle as usize
|
||||
).unwrap();
|
||||
|
||||
if !self.textured_vertex_buffer.is_empty() {
|
||||
for (texture_handle, vertex_buffer) in self.textured_vertex_buffer.clone() {
|
||||
let handle = texture_handle.clone().handle as usize;
|
||||
let descriptor_set = self.texture_buffers.get(handle).clone().unwrap().clone()
|
||||
.get_descriptor_set(shader.clone(), self.sampler.clone());
|
||||
|
||||
command_buffer = command_buffer.draw(
|
||||
shader.get_pipeline().clone(),
|
||||
// Multiple vertex buffers must have their definition in the pipeline!
|
||||
&self.dynamic_state.clone(), vec![vertex_buffer],
|
||||
vec![descriptor_set], (),
|
||||
).unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
command_buffer
|
||||
.end_render_pass()
|
||||
.unwrap()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
195
src/canvas/canvas_text.rs
Normal file
195
src/canvas/canvas_text.rs
Normal file
@@ -0,0 +1,195 @@
|
||||
use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
|
||||
use rusttype::{Font, PositionedGlyph, Scale, Rect, point};
|
||||
use rusttype::gpu_cache::Cache;
|
||||
use vulkano::buffer::{BufferAccess, BufferUsage, ImmutableBuffer, CpuAccessibleBuffer};
|
||||
use vulkano::device::{Device, Queue};
|
||||
use std::sync::Arc;
|
||||
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
|
||||
use vulkano::image::{ImmutableImage, ImageUsage, ImageLayout, Dimensions};
|
||||
use vulkano::format::ClearValue;
|
||||
use vulkano::format::Format::R8Unorm;
|
||||
|
||||
const CACHE_WIDTH: usize = 1000;
|
||||
const CACHE_HEIGHT: usize = 1000;
|
||||
|
||||
/// Typed wrapper for a u32 shader handle (index id)
|
||||
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
|
||||
pub struct CanvasTextHandle {
|
||||
pub handle: u32
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash)]
|
||||
pub struct CanvasTextCacheHandle {
|
||||
pub handle: u32
|
||||
}
|
||||
|
||||
|
||||
/// So currently, I'm using these as container classes which vkprocessor owns
|
||||
/// I then use a CanvasFrame which accumulates lists of handles and vertices.
|
||||
pub struct CanvasText {
|
||||
device: Arc<Device>,
|
||||
queue: Arc<Queue>,
|
||||
font: Font<'static>,
|
||||
cache: Cache<'static>,
|
||||
cache_pixel_buffer: Vec<u8>,
|
||||
texts: Vec<u8>,
|
||||
}
|
||||
|
||||
impl CanvasText {
|
||||
|
||||
pub fn new(device: Arc<Device>, queue: Arc<Queue>) -> CanvasText {
|
||||
|
||||
let cache = Cache::builder().dimensions(CACHE_WIDTH as u32, CACHE_HEIGHT as u32).build();
|
||||
let cache_pixel_buffer = vec!(0; CACHE_WIDTH * CACHE_HEIGHT);
|
||||
|
||||
let font_data = include_bytes!("../../resources/fonts/sansation.ttf");
|
||||
let font = Font::from_bytes(font_data as &[u8]).unwrap();
|
||||
|
||||
CanvasText {
|
||||
device: device.clone(),
|
||||
queue: queue.clone(),
|
||||
font: font,
|
||||
cache: cache,
|
||||
cache_pixel_buffer: vec![],
|
||||
texts: vec![]
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
pub fn queue_text(&mut self,
|
||||
x: f32, y: f32,
|
||||
size: f32, color: [f32; 4],
|
||||
text: &str) {
|
||||
let glyphs: Vec<PositionedGlyph> = self.font.layout(text, Scale::uniform(size), point(x, y)).map(|x| x.standalone()).collect();
|
||||
for glyph in &glyphs {
|
||||
self.cache.queue_glyph(0, glyph.clone());
|
||||
}
|
||||
// self.texts.push(TextData {
|
||||
// glyphs: glyphs.clone(),
|
||||
// color: color,
|
||||
// });
|
||||
}
|
||||
|
||||
pub fn draw_text(&mut self,
|
||||
command_buffer: AutoCommandBufferBuilder,
|
||||
image_num: usize
|
||||
) -> AutoCommandBufferBuilder {
|
||||
//
|
||||
// let screen_width = 0;
|
||||
// let screen_height = 0;
|
||||
//
|
||||
// let cache_pixel_buffer = &mut self.cache_pixel_buffer;
|
||||
// let cache = &mut self.cache;
|
||||
//
|
||||
// // update texture cache
|
||||
// cache.cache_queued(
|
||||
// |rect, src_data| {
|
||||
// let width = (rect.max.x - rect.min.x) as usize;
|
||||
// let height = (rect.max.y - rect.min.y) as usize;
|
||||
// let mut dst_index = rect.min.y as usize * CACHE_WIDTH + rect.min.x as usize;
|
||||
// let mut src_index = 0;
|
||||
//
|
||||
// for _ in 0..height {
|
||||
// let dst_slice = &mut cache_pixel_buffer[dst_index..dst_index+width];
|
||||
// let src_slice = &src_data[src_index..src_index+width];
|
||||
// dst_slice.copy_from_slice(src_slice);
|
||||
//
|
||||
// dst_index += CACHE_WIDTH;
|
||||
// src_index += width;
|
||||
// }
|
||||
// }
|
||||
// ).unwrap();
|
||||
//
|
||||
// // need to get a hold of the cache buffer handle after I create it
|
||||
// // will then get swapped into this texture buffer
|
||||
// // Hmmm so this uninit call returns the texture and then a handle for whatever fills it up
|
||||
// let (cache_texture, cache_texture_write) = ImmutableImage::uninitialized(
|
||||
// self.device.clone(),
|
||||
// Dimensions::Dim2d { width: CACHE_WIDTH as u32, height: CACHE_HEIGHT as u32 },
|
||||
// R8Unorm,
|
||||
// 1,
|
||||
// ImageUsage {
|
||||
// sampled: true,
|
||||
// transfer_destination: true,
|
||||
// .. ImageUsage::none()
|
||||
// },
|
||||
// ImageLayout::General,
|
||||
// Some(self.queue.family())
|
||||
// ).unwrap();
|
||||
//
|
||||
//
|
||||
//
|
||||
// let set = Arc::new(
|
||||
// PersistentDescriptorSet::start(self.pipeline.clone(), 0)
|
||||
// .add_sampled_image(cache_texture.clone(), sampler).unwrap()
|
||||
// .build().unwrap()
|
||||
// );
|
||||
//
|
||||
// let mut command_buffer = command_buffer
|
||||
// .copy_buffer_to_image(
|
||||
// buffer.clone(),
|
||||
// cache_texture_write,
|
||||
// ).unwrap()
|
||||
// .begin_render_pass(self.framebuffers[image_num].clone(), false, vec!(ClearValue::None)).unwrap();
|
||||
//
|
||||
// // draw
|
||||
// for text in &mut self.texts.drain(..) {
|
||||
// let vertices: Vec<Vertex2D> = text.glyphs.iter().flat_map(|g| {
|
||||
// if let Ok(Some((uv_rect, screen_rect))) = cache.rect_for(0, g) {
|
||||
// let gl_rect = Rect {
|
||||
// min: point(
|
||||
// (screen_rect.min.x as f32 / screen_width as f32 - 0.5) * 2.0,
|
||||
// (screen_rect.min.y as f32 / screen_height as f32 - 0.5) * 2.0
|
||||
// ),
|
||||
// max: point(
|
||||
// (screen_rect.max.x as f32 / screen_width as f32 - 0.5) * 2.0,
|
||||
// (screen_rect.max.y as f32 / screen_height as f32 - 0.5) * 2.0
|
||||
// )
|
||||
// };
|
||||
// vec!(
|
||||
//// Vertex {
|
||||
//// position: [gl_rect.min.x, gl_rect.max.y],
|
||||
//// tex_position: [uv_rect.min.x, uv_rect.max.y],
|
||||
//// color: text.color,
|
||||
//// },
|
||||
//// Vertex {
|
||||
//// position: [gl_rect.min.x, gl_rect.min.y],
|
||||
//// tex_position: [uv_rect.min.x, uv_rect.min.y],
|
||||
//// color: text.color,
|
||||
//// },
|
||||
//// Vertex {
|
||||
//// position: [gl_rect.max.x, gl_rect.min.y],
|
||||
//// tex_position: [uv_rect.max.x, uv_rect.min.y],
|
||||
//// color: text.color,
|
||||
//// },
|
||||
////
|
||||
//// Vertex {
|
||||
//// position: [gl_rect.max.x, gl_rect.min.y],
|
||||
//// tex_position: [uv_rect.max.x, uv_rect.min.y],
|
||||
//// color: text.color,
|
||||
//// },
|
||||
//// Vertex {
|
||||
//// position: [gl_rect.max.x, gl_rect.max.y],
|
||||
//// tex_position: [uv_rect.max.x, uv_rect.max.y],
|
||||
//// color: text.color,
|
||||
//// },
|
||||
//// Vertex {
|
||||
//// position: [gl_rect.min.x, gl_rect.max.y],
|
||||
//// tex_position: [uv_rect.min.x, uv_rect.max.y],
|
||||
//// color: text.color,
|
||||
//// },
|
||||
// ).into_iter()
|
||||
// }
|
||||
// else {
|
||||
// vec!().into_iter()
|
||||
// }
|
||||
// }).collect();
|
||||
//
|
||||
// let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::all(), vertices.into_iter()).unwrap();
|
||||
// command_buffer = command_buffer.draw(self.pipeline.clone(), &DynamicState::none(), vertex_buffer.clone(), set.clone(), ()).unwrap();
|
||||
// }
|
||||
|
||||
command_buffer//.end_render_pass().unwrap()
|
||||
}
|
||||
|
||||
}
|
||||
9
src/canvas/mod.rs
Normal file
9
src/canvas/mod.rs
Normal file
@@ -0,0 +1,9 @@
|
||||
|
||||
pub mod canvas_state;
|
||||
pub mod canvas_frame;
|
||||
pub mod canvas_shader;
|
||||
pub mod canvas_text;
|
||||
pub mod canvas_buffer;
|
||||
|
||||
|
||||
use crate::canvas::canvas_frame::CanvasFrame;
|
||||
Reference in New Issue
Block a user