moved over to the enum method of drawing. Not flexible, but type safe
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@@ -20,7 +20,6 @@ use vulkano::pipeline::viewport::Viewport;
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use vulkano::descriptor::descriptor::DescriptorDescTy::TexelBuffer;
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use crate::canvas::canvas_frame::{CanvasFrame, CanvasFrameTest};
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use std::hash::Hash;
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use crate::util::vertex_3d::{Vertex3D, TextVertex3D};
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use vulkano::pipeline::depth_stencil::{StencilFaceFlags, DynamicStencilValue};
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use vulkano::memory::pool::PotentialDedicatedAllocation::Generic;
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use std::borrow::Borrow;
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@@ -29,11 +28,12 @@ use std::io::Read;
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use rusttype::{Font, PositionedGlyph, Scale, Rect, point, GlyphId, Line, Curve, Segment};
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use vulkano::pipeline::vertex::VertexDefinition;
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use crate::canvas::managed::shader::dynamic_vertex::RuntimeVertexDef;
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use crate::canvas::managed::handles::{CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle, CompiledShaderHandle, Handle};
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use crate::canvas::managed::handles::{CanvasTextureHandle, CanvasImageHandle, CanvasFontHandle, CompiledShaderHandle, Handle, DrawableHandle};
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use crate::canvas::managed::gpu_buffers::{CanvasImage, CanvasTexture, CanvasFont};
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use crate::canvas::managed::shader::shader_common::CompiledGraphicsPipeline;
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use crate::canvas::managed::shader::generic_shader::GenericShader;
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use crate::VertexTypes;
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use crate::util::vertex::{TextVertex3D, TextureVertex2D, ImageVertex2D, ColorVertex2D, CanvasFrameAllocation};
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/// Canvas state is used for storage of texture and image buffers in addition to vertex buffers
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@@ -53,16 +53,6 @@ pub struct CanvasState {
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// Compiled Graphics pipelines have a handle which self describe their position in this vector
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shader_buffers: Vec<Arc<Box<dyn CompiledGraphicsPipeline>>>,
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// Hold onto the vertices we get from the Compu and Canvas Frames
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// When the run comes around, push the vertices to the GPU
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colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + Send + Sync)>>,
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textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Arc<(dyn BufferAccess + Send + Sync)>>,
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image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Arc<(dyn BufferAccess + Send + Sync)>>,
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text_instances: HashMap<Arc<CanvasFontHandle>, Arc<(dyn BufferAccess + Send + Sync)>>,
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// Looks like we gotta hold onto the queue for managing textures
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queue: Arc<Queue>,
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device: Arc<Device>,
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@@ -70,7 +60,6 @@ pub struct CanvasState {
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}
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impl CanvasState {
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/// This method is called once during initialization, then again whenever the window is resized
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pub fn window_size_dependent_setup(&mut self, images: &[Arc<SwapchainImage<Window>>])
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@@ -102,7 +91,6 @@ impl CanvasState {
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device: Arc<Device>,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> CanvasState {
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let format = capabilities.supported_formats[0].0;
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let render_pass = Arc::new(vulkano::single_pass_renderpass!(
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@@ -172,11 +160,6 @@ impl CanvasState {
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shader_buffers: vec![],
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font_buffers: vec![],
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colored_vertex_buffer: vec![],
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textured_vertex_buffer: Default::default(),
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image_vertex_buffer: Default::default(),
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text_instances: HashMap::default(),
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queue: queue.clone(),
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device: device.clone(),
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render_pass: render_pass.clone(),
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@@ -393,91 +376,6 @@ impl CanvasState {
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}
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}
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/// Scrape all the values from the CanvasFrame and then allocate the vertex buffers
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pub fn draw(&mut self, canvas_frame: CanvasFrame) {
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// Consume the canvas frame
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let mut textured_drawables = canvas_frame.textured_drawables;
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let mut colored_drawables = canvas_frame.colored_drawables;
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let mut image_drawables = canvas_frame.image_drawables;
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let mut text_drawables = canvas_frame.text_drawables;
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// Walk through the consumed items and allocate them to GPU buffers
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self.colored_vertex_buffer.clear();
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{
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let g = hprof::enter("Colored Vertex Buffer");
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self.colored_vertex_buffer.push(
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ImmutableBuffer::from_iter(
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colored_drawables.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0
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);
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}
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self.textured_vertex_buffer.clear();
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{
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let g = hprof::enter("Textured Vertex Buffer");
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for (k, v) in textured_drawables.drain() {
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let vertex_buffer = v.clone().get(0).unwrap().clone();
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// TODO
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// v.clone().iter()
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// .fold(Vec::new(), |mut a: Vec<RuntimeVertexDef>, b| {
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// a.extend(b);
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// a
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// });
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self.textured_vertex_buffer.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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vertex_buffer.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0,
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);
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}
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}
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self.image_vertex_buffer.clear();
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{
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let g = hprof::enter("Image Vertex Buffer");
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for (k, v) in image_drawables.drain() {
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let vertex_buffer = v.clone().get(0).unwrap().clone();
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// TODO
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// v.clone().iter()
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// .fold(Vec::new(), |mut a: Vec<&RuntimeVertexDef>, b| {
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// a.extend(b);
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// a
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// });
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self.image_vertex_buffer.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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vertex_buffer.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0,
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);
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}
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}
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self.text_instances.clear();
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{
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let g = hprof::enter("Text Instance Vertex Buffer");
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for (k, v) in text_drawables.drain() {
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self.text_instances.insert(
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k.clone(),
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ImmutableBuffer::from_iter(
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v.iter().cloned(),
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BufferUsage::all(),
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self.queue.clone(),
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).unwrap().0,
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);
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}
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}
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}
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/// Builds the descriptor set for solid colors using the input kernel (needs to support solid colors)
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fn get_solid_color_descriptor_set(&self, kernel: Arc<GenericShader>) -> Box<dyn DescriptorSet + Send + Sync> {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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@@ -487,79 +385,58 @@ impl CanvasState {
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o
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}
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/// Consume and allocated the canvas frame data to the GPU
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pub fn allocate(&mut self, canvas_frame: CanvasFrameTest) -> CanvasFrameAllocation {
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// This is taking in a canvas frame, which should be some sort of matrix of vertices of generic
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// types and handles
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pub fn draw_commands_test<VTypes: Into<VertexTypes>>(&mut self,
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mut command_buffer: AutoCommandBufferBuilder,
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framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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image_num: usize,
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canvas_frame: CanvasFrameTest<VTypes>) -> AutoCommandBufferBuilder {
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let mut colored_vertex_buffer: Vec<ColorVertex2D> = Vec::default();
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let mut textured_vertex_buffer: HashMap<Arc<CanvasTextureHandle>, Vec<TextureVertex2D>> = HashMap::new();
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let mut image_vertex_buffer: HashMap<Arc<CanvasImageHandle>, Vec<ImageVertex2D>> = HashMap::new();
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let mut text_instances: HashMap<Arc<CanvasFontHandle>, Vec<TextVertex3D>> = HashMap::new();
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// Specify the color to clear the framebuffer with i.e. blue
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let clear_values = vec!(
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ClearValue::Float([0.0, 0.0, 1.0, 1.0]),
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ClearValue::DepthStencil((1.0, 0x00)),
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);
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self.dynamic_state = DynamicState {
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line_width: None,
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viewports: self.dynamic_state.viewports.clone(),
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scissors: None,
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compare_mask: None,
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write_mask: None,
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reference: None,
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for value in canvas_frame.map {
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match value {
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VertexTypes::TextureType(vertices, handle) => {
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textured_vertex_buffer.entry(handle).or_insert(vertices.clone()).extend(vertices);
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}
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VertexTypes::ImageType(vertices, handle) => {
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image_vertex_buffer.entry(handle).or_insert(vertices.clone()).extend(vertices);
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}
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VertexTypes::ColorType(vertices) => {
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colored_vertex_buffer.extend(vertices);
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}
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VertexTypes::ThreeDType(vertices) => {}
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};
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};
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let mut command_buffer = command_buffer.begin_render_pass(
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framebuffers[image_num].clone(), false, clear_values.clone(),
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).unwrap();
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for (k,v) in canvas_frame.map {
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let buffer: Arc<(dyn BufferAccess + Send + Sync)> = match v.into() {
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VertexTypes::TexturedType(vertices) => {
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// Solid colors
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let mut shader = self.shader_buffers.get(
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self.get_shader_handle(String::from("color-passthrough"))
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.unwrap().clone().get_handle() as usize
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).unwrap();
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let buffer = ImmutableBuffer::from_iter(
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vertices.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0;
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if !self.colored_vertex_buffer.is_empty() {
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command_buffer = command_buffer.draw(
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shader.get_pipeline().clone(),
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&self.dynamic_state.clone(),
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vec![buffer.clone()],
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(), (),
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).unwrap();
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}
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buffer
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},
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VertexTypes::VType2(vertices) => {
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ImmutableBuffer::from_iter(
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vertices.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0
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}
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};
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let mut allocated_colored_buffer: Vec<Arc<(dyn BufferAccess + Send + Sync)>> = Vec::new();
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if !colored_vertex_buffer.is_empty() {
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allocated_colored_buffer.push(ImmutableBuffer::from_iter(
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colored_vertex_buffer.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0);
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}
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command_buffer
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CanvasFrameAllocation {
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colored_vertex_buffer: allocated_colored_buffer,
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textured_vertex_buffer: textured_vertex_buffer.into_iter().map(|(k, v)| {
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(k,
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ImmutableBuffer::from_iter(
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v.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0 as Arc<(dyn BufferAccess + Send + Sync)>)
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}).collect(),
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image_vertex_buffer: image_vertex_buffer.into_iter().map(|(k, v)| {
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(k,
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ImmutableBuffer::from_iter(
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v.iter().cloned(),
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BufferUsage::vertex_buffer(),
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self.queue.clone(),
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).unwrap().0 as Arc<(dyn BufferAccess + Send + Sync)>)
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}).collect(),
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text_instances: Default::default(),
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}
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}
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/// Pushes the draw commands to the command buffer. Requires the framebuffers and
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@@ -567,7 +444,8 @@ impl CanvasState {
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pub fn draw_commands(&mut self,
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mut command_buffer: AutoCommandBufferBuilder,
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framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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image_num: usize) -> AutoCommandBufferBuilder {
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image_num: usize,
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allocated_buffers: CanvasFrameAllocation) -> AutoCommandBufferBuilder {
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// Specify the color to clear the framebuffer with i.e. blue
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let clear_values = vec!(
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@@ -597,11 +475,11 @@ impl CanvasState {
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// This looks a little weird as colored_vertex_buffer is a vec of GPU allocated vecs.
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// But we can pass in multiple vertex buffers
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if !self.colored_vertex_buffer.is_empty() {
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if allocated_buffers.colored_vertex_buffer.is_empty() {
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command_buffer = command_buffer.draw(
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shader.get_pipeline().clone(),
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&self.dynamic_state.clone(),
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self.colored_vertex_buffer.clone(),
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allocated_buffers.colored_vertex_buffer.clone(),
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(), (),
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).unwrap();
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}
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@@ -612,8 +490,8 @@ impl CanvasState {
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.unwrap().clone().get_handle() as usize
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).unwrap();
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if !self.image_vertex_buffer.is_empty() {
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for (image_handle, vertex_buffer) in self.image_vertex_buffer.clone() {
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if !allocated_buffers.image_vertex_buffer.is_empty() {
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for (image_handle, vertex_buffer) in allocated_buffers.image_vertex_buffer.clone() {
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let handle = image_handle.clone().get_handle() as usize;
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let descriptor_set = self.image_buffers.get(handle).clone().unwrap().clone()
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.get_descriptor_set(shader.get_pipeline().clone());
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@@ -633,8 +511,8 @@ impl CanvasState {
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.unwrap().clone().get_handle() as usize
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).unwrap();
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if !self.textured_vertex_buffer.is_empty() {
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for (texture_handle, vertex_buffer) in self.textured_vertex_buffer.clone() {
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if !allocated_buffers.textured_vertex_buffer.is_empty() {
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for (texture_handle, vertex_buffer) in allocated_buffers.textured_vertex_buffer.clone() {
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let handle = texture_handle.clone().get_handle() as usize;
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let descriptor_set = self.texture_buffers.get(handle).clone().unwrap().clone()
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.get_descriptor_set(shader.get_pipeline(), self.sampler.clone());
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