moved over to the enum method of drawing. Not flexible, but type safe
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notes/VKProcessor/CanvasState.txt
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69
notes/VKProcessor/CanvasState.txt
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Content-Type: text/x-zim-wiki
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Wiki-Format: zim 0.4
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Creation-Date: 2020-02-03T23:30:41-08:00
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====== CanvasState ======
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[[/doc/sfml_rust/canvas/canvas_state/struct.CanvasState.html|Documentation]]
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===== Details =====
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The gist of this class is basically draw everything 2D and have all the resources to do so. It holds binary buffer blobs for resources, it's own compiled shaders, render_pass, and all of the vertex buffers in order to draw those binary buffer blobs.
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**window_size_dependent_setup** is currently hosted inside this class. If a second graphics class is added I will add some shared library for this to live.
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**render_pass **the render pass is created with our depth stencil/color data **D32Sfloat_S8Uint **attachment for the render output. This is highly shader dependent. Also depends on the DynamicState
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===== Interface =====
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Generally there is a get for handle and pointer and a load (or create) for each of the stored items.
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The class then interacts with these stored items by taking and executing a list of operations to perform on them.
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CanvasFrame
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Going to need some interface for getting vertices.
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Some interface for getting the texture or image
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--------------------
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===== Data =====
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**Borrowed:**
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queue
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device
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**Owns:**
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render_pass
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[[CanvasImage]]
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[[VKProcessor:CanvasTexture]]
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[[CanvasFont]]
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CompiledGraphicsPipeline
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colored_vertex_buffer
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image_vertex_buffer
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text_instances
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--------------------
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