in the midst of a very messy refactor of the way i build the command buffer
This commit is contained in:
283
src/canvas.rs
283
src/canvas.rs
@@ -1,5 +1,21 @@
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use crate::vertex_2d::{ColoredVertex2D, Vertex2D};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use crate::Sprite;
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use std::collections::HashMap;
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use vulkano::buffer::{BufferAccess, CpuAccessibleBuffer, BufferUsage};
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use std::sync::Arc;
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use vulkano::format::{ClearValue, Format};
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use vulkano::framebuffer::FramebufferAbstract;
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use vulkano::device::{Device, Queue};
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use vulkano::instance::PhysicalDevice;
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use vulkano::image::immutable::ImmutableImage;
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use crate::util::shader_kernels::ShaderKernels;
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use vulkano::image::{Dimensions, ImageUsage, ImageAccess, ImageDimensions};
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use vulkano::sampler::{Sampler, SamplerAddressMode, MipmapMode, Filter};
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use vulkano::descriptor::DescriptorSet;
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use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
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use std::path::PathBuf;
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use image::GenericImageView;
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// Canvas is the accumulator of Sprites for drawing
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// Needs to know:
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@@ -12,34 +28,283 @@
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If it is textured. It needs to be rendered with the texture shader which requires a separate
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graphics pipeline. Might as well have a new render pass as well.
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Need to pull recreate swapchain out of shader_kernels.rs
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I need a second version of shaderkernels
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So framebuffer is tied to the swapchains images as well as the renderpass
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it appears that renderpass is tied to the individual shader
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*/
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// I want to be able to draw 2d sprites.
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// These sprites might be textured or a single color
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// All of the single colors will be grouped into one batch using colored vertices.
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// The rest will be grouped by their texture and run individually
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/*
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vertex count differing is a big nono
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ColoredVertex2D
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Non-Textured
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Vertex2D
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Textured
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Colored, vs non-colored:
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Calling the color() field or not
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I just wanna
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*/
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pub trait Vertex {
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fn position(&self) -> (f32, f32) {
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(0.0,0.0)
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}
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trait Drawable {
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fn draw() {
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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Some((0.,0.,0.,0.))
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}
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fn textured(&self) -> bool {
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false
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}
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}
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impl Vertex for ColoredVertex2D {
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fn position(&self) -> (f32, f32) {
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(0.0,0.0)
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}
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fn color(&self) -> Option<(f32, f32, f32, f32)> {
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Some((0.,0.,0.,0.))
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}
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fn textured(&self) -> bool {
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false
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}
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}
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pub trait Drawable {
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fn get_vertices(&self) -> Vec<(f32, f32)>;
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fn get_color(&self) -> (f32, f32, f32, f32);
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fn get_texture_id(&self) -> Option<i32>;
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}
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pub struct Canvas {
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colored_drawables : Vec<ColoredVertex2D>,
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textured_drawables: HashMap<String, Vec<Vertex2D>>,
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vertex_buffers: Vec<Arc<(dyn BufferAccess + std::marker::Send + std::marker::Sync + 'static)>>,
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shader_kernels: Vec<ShaderKernels>,
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textures: Vec<Arc<ImmutableImage<Format>>>,
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}
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impl Canvas {
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// needs to take in the texture list
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pub fn new() -> Canvas {
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Canvas {
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colored_drawables: vec![],
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textured_drawables: Default::default(),
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vertex_buffers: vec![],
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shader_kernels: Vec::new(),
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textures: vec![]
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}
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}
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pub fn draw() ->
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fn get_texture_from_file(image_filename: String, queue: Arc<Queue>) -> Arc<ImmutableImage<Format>> {
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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 compute_path = project_root.clone();
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compute_path.push(PathBuf::from("resources/images/"));
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compute_path.push(PathBuf::from(image_filename));
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let img = image::open(compute_path).expect("Couldn't find image");
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let xy = img.dimensions();
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let data_length = xy.0 * xy.1 * 4;
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let pixel_count = img.raw_pixels().len();
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let mut image_buffer = Vec::new();
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if pixel_count != data_length as usize {
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println!("Creating apha channel...");
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for i in img.raw_pixels().iter() {
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if (image_buffer.len() + 1) % 4 == 0 {
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image_buffer.push(255);
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}
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image_buffer.push(*i);
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}
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image_buffer.push(255);
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} else {
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image_buffer = img.raw_pixels();
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}
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let (texture, tex_future) = ImmutableImage::from_iter(
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image_buffer.iter().cloned(),
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Dimensions::Dim2d { width: xy.0, height: xy.1 },
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Format::R8G8B8A8Srgb,
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queue.clone()
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).unwrap();
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texture
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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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let texture = Canvas::get_texture_from_file(filename.clone(), queue.clone());
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self.textures.push(texture);
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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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pub fn draw(&mut self, drawable: &dyn Drawable) {
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match drawable.get_texture_id() {
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Some(id) => {
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// This dont work
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self.textured_drawables.get(&id).unwrap();
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},
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None => {
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let colors = drawable.get_color();
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self.colored_drawables.extend(
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drawable.get_vertices().iter().map(|n|
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ColoredVertex2D {
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position: [n.0, n.1],
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color: [colors.0, colors.1, colors.2, colors.3]
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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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pub fn allocate_vertex_buffers(&mut self, device: Arc<Device>) {
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self.vertex_buffers.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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// The image set is the containing object for all texture and image hooks.
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fn get_texture_set(&mut self, device: Arc<Device>) -> Box<DescriptorSet + Send + Sync> {
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let 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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let o : Box<DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(0).unwrap().clone().unwrap().get_pipeline(), 0
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)
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.add_sampled_image(self.textures.get(0).unwrap().clone(), sampler.clone()).unwrap()
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.build().unwrap());
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o
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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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fn get_compute_swap_set(&mut self, device: Arc<Device>) -> Box<DescriptorSet + Send + Sync> {
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let 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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let o : Box<DescriptorSet + Send + Sync> = Box::new(
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PersistentDescriptorSet::start(
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self.shader_kernels.get(0).unwrap().clone().unwrap().get_pipeline(), 0
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)
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.add_image(self.compute_image.clone().unwrap().clone().get_swap_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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So I need the image set in order to get my texture or compute texture
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compute image currently holds the set for compute and its swap buffer
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vkprocessor creates the image sets for draw calls
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takes the pipeline from the ShaderKernel
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adds vk processor owned texture
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adds compute image taken from the ComputeImage
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we have shaderkernel in here so thats fine
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Who should own the texture?
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I would need to borrow it each time I created an image set...
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These are tied very closely to the input output of a shader, which we would own
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I just need to add a third option on sprite and allow it to have a swap buffer
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*/
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pub fn draw_commands(&mut self,
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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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// Specify the color to clear the framebuffer with i.e. blue
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let clear_values = vec!(ClearValue::Float([0.0, 0.0, 1.0, 1.0]));
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let dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None };
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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 i in self.shader_kernels {
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// command_buffer = command_buffer.draw(
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// i.clone().unwrap().get_pipeline(),
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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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// .draw(self.shader_kernels.clone().unwrap().get_pipeline(),
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// &dynamic_state.clone(), self.vertex_buffers,
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// vec![self.get_gui_image_set()], ())
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// .unwrap();
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//
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command_buffer
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.end_render_pass()
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.unwrap()
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}
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}
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