Piping just the vertex glyph representation first to test the stencil buffer

This commit is contained in:
2020-02-22 00:07:58 -08:00
parent bb8144bb01
commit b3e092e25a
70 changed files with 906 additions and 369 deletions

View File

@@ -2,67 +2,43 @@ Content-Type: text/x-zim-wiki
Wiki-Format: zim 0.4
Creation-Date: 2020-02-03T22:11:42-08:00
====== Home ======
[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
Main Systems:
[[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|Spri]][[~/source/Trac3r-rust/doc/sfml_rust/sprite/index.html|te]]
[[VKProcessor:CanvasContainerClasses]]
Docs
[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
[[VKProcessor:CanvasState|CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
[[VKProcessor:DynamicVertex|DynamicVertex]] ===========
[[VKProcessor:CompuState|CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]]
--------------------
=== Trac3r : A program to convert images to 2D toolpaths ===
TODO:
+ Text rendering is half implemented.
+ Need generalized interface for render (image, texture, text)
+ Currently using local copies of a few libraries:
[ ] Text rendering is half implemented.
[ ] Currently using local copies of a few libraries:
shade_runner
vulkano/vulkano-win
vulkano/vulkano-shaders
vulkano/vulkano
[ ] Get a new GPU
--------------------
====== Warming Up ======
[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
Docs
[[VkProcessor]] [[~/source/Trac3r-rust/doc/sfml_rust/vkprocessor/struct.VkProcessor.html|===========]]
[[VKProcessor:CanvasState|CanvasState]] [[~/source/Trac3r-rust/doc/sfml_rust/canvas/canvas_state/index.html|===========]]
[[VKProcessor::CanvasFrame|CanvasFrame]] ===========
[[VKProcessor:CompiledShader|CompiledShader]] ===========
[[VKProcessor:CompuState|CompuState]] [[~/source/Trac3r-rust/doc/sfml_rust/compute/compu_state/struct.CompuState.html|===========]]
[[VKProcessor:DynamicVertex|DynamicVertex]] (dead) ===========
[[Drawables]] ===========
Currently I'm getting my bearings again on this project.
=== canvas ===
I made a maybe(?) good change to the heirarchy of the canvas. Hiding the construction of handles from anything outside.
Currently, canvas is separated out to
* A state container: CanvasState
* An Interface class CanvasFrame
* `Managed` objects. Aka, everything that CanvasState holds
CanvasText is just laying around until I use it...
Shader pipeline objects exists in one level of managed
Handle and Buffer objects exists in the base managed level
== Do I commit to the all handles in handles.rs? ==
FYI The shader API is actually pretty badass
load_shader::<GenericShader, ColorVertex2D>("shadername", a, b);
--------------------
So right now it looks like I am having some trouble in the drawing of the CanvasFrame I've crafted.
It is seriously just a Vector of VertexTypes. Which should be fine
==== Context switching ====
So lets finish this text rendering!
I remember using a triangle fan to render the fonts using the stencil buffer swapping
--------------------