very close to the skeleton of the canvas written. Still haven't tested it but it's looking good. Need to figure out how I'm goign to iterate shader_kernels without borrowing from self
This commit is contained in:
203
src/canvas.rs
203
src/canvas.rs
@@ -17,6 +17,9 @@ use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use std::path::PathBuf;
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use std::path::PathBuf;
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use image::GenericImageView;
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use image::GenericImageView;
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use crate::util::compute_image::ComputeImage;
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use crate::util::compute_image::ComputeImage;
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use std::iter::FromIterator;
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use vulkano::swapchain::Capabilities;
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use shaderc::TargetEnv;
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// Canvas is the accumulator of Sprites for drawing
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// Canvas is the accumulator of Sprites for drawing
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// Needs to know:
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// Needs to know:
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@@ -107,27 +110,8 @@ pub trait Drawable {
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/*
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OASIJDOQIWEJFOWIEJFOWIEJFOWEIJFOIWEJFOIW
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Right now I'm in the middle of adding texture ownership to the canvas.
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I'm aiming at being able to load them on the fly from what texture name (String) the
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sprite is requesting. This might be too slow though as I can't really avoid a lookup table
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somewhere in the code.
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*/
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// Need three types of shaders. Solid, Textured, Compute
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// Need three types of shaders. Solid, Textured, Compute
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#[derive(PartialEq)]
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#[derive(PartialEq, Eq, Hash)]
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#[derive(Eq)]
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#[derive(Hash)]
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pub enum ShaderType {
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pub enum ShaderType {
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SOLID = 0,
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SOLID = 0,
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TEXTURED = 1,
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TEXTURED = 1,
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@@ -137,31 +121,61 @@ pub enum ShaderType {
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pub struct Canvas {
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pub struct Canvas {
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colored_drawables : Vec<ColoredVertex2D>,
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colored_drawables : Vec<ColoredVertex2D>,
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colored_vertex_buffer: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync + 'static)>>,
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textured_drawables: HashMap<String, Vec<Vertex2D>>,
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textured_drawables: HashMap<String, Vec<Vertex2D>>,
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textured_vertex_buffer: HashMap<String, Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync + 'static)>>,
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vertex_buffers: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync + 'static)>>,
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vertex_buffers: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync + 'static)>>,
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shader_kernels: HashMap<ShaderType, ShaderKernels>,
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shader_kernels: HashMap<ShaderType, ShaderKernels>,
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textures: Vec<Arc<ImmutableImage<Format>>>,
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texture_store: HashMap<String, Arc<ImmutableImage<Format>>>,
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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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sampler: Arc<Sampler>
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}
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}
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impl Canvas {
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impl Canvas {
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// needs to take in the texture list
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// needs to take in the texture list
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pub fn new() -> Canvas {
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pub fn new(queue: Arc<Queue>,
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device: Arc<Device>,
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physical: PhysicalDevice,
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capabilities: Capabilities) -> Canvas {
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let solid_color_kernel = String::from("color-passthrough");
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let texture_kernel = String::from("simple_texture");
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let shader_kernels = HashMap::from_iter(vec![
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(ShaderType::SOLID, ShaderKernels::new(solid_color_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone())),
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(ShaderType::TEXTURED, ShaderKernels::new(texture_kernel, capabilities.clone(), queue.clone(), physical.clone(), device.clone()))
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]);
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Canvas {
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Canvas {
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colored_drawables: vec![],
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colored_drawables: vec![],
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colored_vertex_buffer: vec![],
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textured_drawables: Default::default(),
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textured_drawables: Default::default(),
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textured_vertex_buffer: Default::default(),
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vertex_buffers: vec![],
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vertex_buffers: vec![],
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shader_kernels: HashMap::new(),
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shader_kernels: shader_kernels,
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textures: vec![]
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texture_store: Default::default(),
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}
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queue: queue.clone(),
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sampler: Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap(),
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}
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}
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}
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fn get_texture_from_file(image_filename: String, queue: Arc<Queue>) -> Arc<ImmutableImage<Format>> {
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// TODO Handle file not found gracefully
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fn get_texture_from_file(&self, image_filename: String) -> Arc<ImmutableImage<Format>> {
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let project_root =
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let project_root =
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std::env::current_dir()
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std::env::current_dir()
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@@ -197,20 +211,26 @@ impl Canvas {
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image_buffer.iter().cloned(),
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image_buffer.iter().cloned(),
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Dimensions::Dim2d { width: xy.0, height: xy.1 },
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Dimensions::Dim2d { width: xy.0, height: xy.1 },
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Format::R8G8B8A8Srgb,
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Format::R8G8B8A8Srgb,
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queue.clone()
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self.queue.clone()
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).unwrap();
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).unwrap();
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texture
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texture
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}
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}
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pub fn load_texture_from_filename(&mut self, filename: String, queue: Arc<Queue>) {
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pub fn load_texture_from_filename(&mut self, filename: String) -> Arc<ImmutableImage<Format>> {
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let texture = Canvas::get_texture_from_file(filename.clone(), queue.clone());
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self.textures.push(texture);
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if (self.texture_store.contains_key(&filename.clone())) {
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println!("{} Already exists, not going to replace it.", filename.clone());
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self.texture_store.get(&filename.clone()).unwrap().clone()
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} else {
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let texture = self.get_texture_from_file(filename.clone());
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self.texture_store.insert(filename, texture.clone());
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texture
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}
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let texture1 = Canvas::get_texture_from_file(String::from("button.png"), queue.clone());
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self.textures.push(texture1);
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}
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}
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// After done using this, need to call allocated vertex buffers
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pub fn draw(&mut self, drawable: &dyn Drawable) {
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pub fn draw(&mut self, drawable: &dyn Drawable) {
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match drawable.get_texture_id() {
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match drawable.get_texture_id() {
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@@ -234,8 +254,20 @@ impl Canvas {
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}
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}
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fn get_texture(&mut self, texture_id: String) -> Arc<ImmutableImage<Format>> {
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pub fn allocate_vertex_buffers(&mut self, device: Arc<Device>) {
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if let Some(i) = self.texture_store.get(&texture_id) {
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return i.clone();
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} else {
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self.load_texture_from_filename(texture_id)
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}
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}
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pub fn allocate_colored_vertex_buffers(&mut self, device: Arc<Device>) {
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self.vertex_buffers.clear();
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self.colored_vertex_buffer.clear();
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self.vertex_buffers.push(
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self.vertex_buffers.push(
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CpuAccessibleBuffer::from_iter(
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CpuAccessibleBuffer::from_iter(
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@@ -244,6 +276,14 @@ impl Canvas {
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self.colored_drawables.iter().cloned()
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self.colored_drawables.iter().cloned()
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).unwrap()
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).unwrap()
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);
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);
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self.colored_vertex_buffer.push(
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CpuAccessibleBuffer::from_iter(
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device.clone(),
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BufferUsage::vertex_buffer(),
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self.colored_drawables.iter().cloned()
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).unwrap()
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);
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}
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}
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// I guess these go out as an array. So I can add multiple descriptor sets
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// I guess these go out as an array. So I can add multiple descriptor sets
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@@ -256,22 +296,37 @@ impl Canvas {
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// Choose which texture I want to add to this descriptor set.
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// Choose which texture I want to add to this descriptor set.
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// Add multiple textures
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// Add multiple textures
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// Choose which shader and pipeline it should run on
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// Choose which shader and pipeline it should run on
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fn get_texture_descriptor_set(&mut self, device: Arc<Device>) -> Box<dyn DescriptorSet + Send + Sync> {
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let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
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fn get_descriptor_set(&mut self,
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MipmapMode::Nearest, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
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shader_type: &ShaderType,
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SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, 0.0).unwrap();
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texture_id: String) -> Box<dyn DescriptorSet + Send + Sync> {
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let o : Box<dyn DescriptorSet + Send + Sync> = Box::new(
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match shader_type {
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PersistentDescriptorSet::start(
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ShaderType::SOLID => {
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self.shader_kernels.get(&ShaderType::TEXTURED).unwrap().clone().get_pipeline(), 0
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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)
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PersistentDescriptorSet::start(
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.add_sampled_image(self.textures.get(0).unwrap().clone(), sampler.clone()).unwrap()
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self.shader_kernels.get(&shader_type).unwrap().clone().get_pipeline().clone(), 0
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.build().unwrap());
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).build().unwrap());
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o
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o
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},
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ShaderType::TEXTURED => {
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let o: Box<dyn DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(&shader_type).unwrap().clone().get_pipeline().clone(), 0
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)
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.add_sampled_image(self.get_texture(texture_id), self.sampler.clone()).unwrap()
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.build().unwrap());
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o
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},
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ShaderType::COMPUTE => {
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unimplemented!("Compute dont work here");
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},
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}
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}
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}
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// The image set is the containing object for all texture and image hooks.
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// This is the image which is written to by the write compute buffer
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// I suppose I could just have a general image set maker instead of compue... they are
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// somewhat similar
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fn get_compute_swap_descriptor_set(&mut self,
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fn get_compute_swap_descriptor_set(&mut self,
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device: Arc<Device>,
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device: Arc<Device>,
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compute_image: &ComputeImage) -> Box<dyn DescriptorSet + Send + Sync> {
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compute_image: &ComputeImage) -> Box<dyn DescriptorSet + Send + Sync> {
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@@ -290,6 +345,7 @@ impl Canvas {
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}
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}
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/*
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/*
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@@ -331,13 +387,26 @@ impl Canvas {
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framebuffers[image_num].clone(), false, clear_values.clone()
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framebuffers[image_num].clone(), false, clear_values.clone()
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).unwrap();
|
).unwrap();
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|
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// for i in self.shader_kernels {
|
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// command_buffer = command_buffer.draw(
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// So I need to do this without borrowing self from the shader_kernels....
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// i.clone().unwrap().get_pipeline(),
|
// Maybe self referential struct issue cropping up
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// &dynamic_state.clone(), self.vertex_buffers,
|
//
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// vec![self.get_image_set()], ()
|
//
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// ).unwrap();
|
//
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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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|
for (shader_type, kernel) in self.shader_kernels.iter() {
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|
command_buffer = command_buffer.draw(
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|
kernel.clone().get_pipeline().clone(),
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|
&dynamic_state.clone(), self.vertex_buffers.clone(),
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|
vec![self.get_descriptor_set(shader_type, String::from("texture"))], ()
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|
).unwrap();
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|
}
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|
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//
|
//
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// .draw(self.shader_kernels.clone().unwrap().get_pipeline(),
|
// .draw(self.shader_kernels.clone().unwrap().get_pipeline(),
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// &dynamic_state.clone(), self.vertex_buffers,
|
// &dynamic_state.clone(), self.vertex_buffers,
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@@ -349,3 +418,33 @@ impl Canvas {
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.unwrap()
|
.unwrap()
|
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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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|
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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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|
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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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|
|
||||||
|
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@@ -20,7 +20,7 @@ use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, Persistent
|
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use shaderc::CompileOptions;
|
use shaderc::CompileOptions;
|
||||||
use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
|
use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
|
||||||
use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
|
use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
|
||||||
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError};
|
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError, Capabilities};
|
||||||
use vulkano::swapchain::acquire_next_image;
|
use vulkano::swapchain::acquire_next_image;
|
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use vulkano::image::swapchain::SwapchainImage;
|
use vulkano::image::swapchain::SwapchainImage;
|
||||||
use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
|
use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
|
||||||
@@ -80,12 +80,11 @@ impl ShaderKernels {
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub fn new(filename: String,
|
pub fn new(filename: String,
|
||||||
surface: &Arc<Surface<Window>>,
|
capabilities: Capabilities,
|
||||||
queue: Arc<Queue>,
|
queue: Arc<Queue>,
|
||||||
physical: PhysicalDevice,
|
physical: PhysicalDevice,
|
||||||
device: Arc<Device>) -> ShaderKernels {
|
device: Arc<Device>) -> ShaderKernels {
|
||||||
|
|
||||||
let capabilities = surface.capabilities(physical).unwrap();
|
|
||||||
let format = capabilities.supported_formats[0].0;
|
let format = capabilities.supported_formats[0].0;
|
||||||
|
|
||||||
let filenames = ShaderKernels::get_path(filename.clone());
|
let filenames = ShaderKernels::get_path(filename.clone());
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, Persistent
|
|||||||
use shaderc::CompileOptions;
|
use shaderc::CompileOptions;
|
||||||
use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
|
use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract};
|
||||||
use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
|
use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
|
||||||
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError};
|
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError, Capabilities};
|
||||||
use vulkano::swapchain::acquire_next_image;
|
use vulkano::swapchain::acquire_next_image;
|
||||||
use vulkano::image::swapchain::SwapchainImage;
|
use vulkano::image::swapchain::SwapchainImage;
|
||||||
use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
|
use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
|
||||||
@@ -99,12 +99,16 @@ pub struct VkProcessor<'a> {
|
|||||||
|
|
||||||
swapchain_recreate_needed: bool,
|
swapchain_recreate_needed: bool,
|
||||||
|
|
||||||
|
capabilities: Capabilities
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
impl<'a> VkProcessor<'a> {
|
impl<'a> VkProcessor<'a> {
|
||||||
|
|
||||||
pub fn new(instance: &'a Arc<Instance>, surface: &'a Arc<Surface<Window>>) -> VkProcessor<'a> {
|
pub fn new(instance: &'a Arc<Instance>, surface: &'a Arc<Surface<Window>>) -> VkProcessor<'a> {
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
let physical = PhysicalDevice::enumerate(instance).next().unwrap();
|
let physical = PhysicalDevice::enumerate(instance).next().unwrap();
|
||||||
|
|
||||||
let queue_family = physical.queue_families().find(|&q| {
|
let queue_family = physical.queue_families().find(|&q| {
|
||||||
@@ -138,6 +142,7 @@ impl<'a> VkProcessor<'a> {
|
|||||||
swapchain: None,
|
swapchain: None,
|
||||||
swapchain_images: None,
|
swapchain_images: None,
|
||||||
swapchain_recreate_needed: false,
|
swapchain_recreate_needed: false,
|
||||||
|
capabilities: surface.capabilities(physical).unwrap()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -149,7 +154,7 @@ impl<'a> VkProcessor<'a> {
|
|||||||
pub fn compile_shaders(&mut self, filename: String, surface: &'a Arc<Surface<Window>>) {
|
pub fn compile_shaders(&mut self, filename: String, surface: &'a Arc<Surface<Window>>) {
|
||||||
self.shader_kernels = Some(
|
self.shader_kernels = Some(
|
||||||
ShaderKernels::new(filename.clone(),
|
ShaderKernels::new(filename.clone(),
|
||||||
surface, self.queue.clone(),
|
self.capabilities.clone(), self.queue.clone(),
|
||||||
self.physical,
|
self.physical,
|
||||||
self.device.clone())
|
self.device.clone())
|
||||||
);
|
);
|
||||||
|
|||||||
Reference in New Issue
Block a user