Moved the framebuffer gen to the canvas. Cleaned up a lot of unused imports

This commit is contained in:
2019-08-11 16:37:14 -07:00
parent 8cd5e3e562
commit dfd4cbb6a2
9 changed files with 156 additions and 418 deletions

View File

@@ -1,16 +1,16 @@
use crate::vertex_2d::{ColoredVertex2D, Vertex2D};
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
use crate::Sprite;
use std::collections::HashMap;
use vulkano::buffer::{BufferAccess, CpuAccessibleBuffer, BufferUsage, ImmutableBuffer};
use vulkano::buffer::{BufferAccess, BufferUsage, ImmutableBuffer};
use std::sync::Arc;
use vulkano::format::{ClearValue, Format};
use vulkano::framebuffer::FramebufferAbstract;
use vulkano::framebuffer::{FramebufferAbstract, Framebuffer};
use vulkano::device::{Device, Queue};
use vulkano::instance::PhysicalDevice;
use vulkano::image::immutable::ImmutableImage;
use crate::util::shader_kernels::ShaderKernels;
use vulkano::image::{Dimensions, ImageUsage, ImageAccess, ImageDimensions};
use vulkano::image::{Dimensions, ImageAccess, ImageDimensions, SwapchainImage};
use vulkano::sampler::{Sampler, SamplerAddressMode, MipmapMode, Filter};
use vulkano::descriptor::DescriptorSet;
use vulkano::descriptor::descriptor_set::PersistentDescriptorSet;
@@ -19,7 +19,10 @@ use image::GenericImageView;
use crate::util::compute_image::ComputeImage;
use std::iter::FromIterator;
use vulkano::swapchain::Capabilities;
use shaderc::TargetEnv;
use winit::Window;
use vulkano::pipeline::viewport::Viewport;
// Canvas is the accumulator of Sprites for drawing
// Needs to know:
@@ -32,8 +35,6 @@ use shaderc::TargetEnv;
If it is textured. It needs to be rendered with the texture shader which requires a separate
graphics pipeline. Might as well have a new render pass as well.
I need a second version of shaderkernels
So framebuffer is tied to the swapchains images as well as the renderpass
@@ -50,28 +51,6 @@ it appears that renderpass is tied to the individual shader
// The rest will be grouped by their texture and run individually
/*
vertex count differing is a big nono
ColoredVertex2D
Non-Textured
Vertex2D
Textured
Colored, vs non-colored:
Calling the color() field or not
I just wanna
*/
pub trait Vertex {
fn position(&self) -> (f32, f32) {
(0.0,0.0)
@@ -215,7 +194,7 @@ impl Canvas {
pub fn load_texture_from_filename(&mut self, filename: String) -> Arc<ImmutableImage<Format>> {
if (self.texture_store.contains_key(&filename.clone())) {
if self.texture_store.contains_key(&filename.clone()) {
println!("{} Already exists, not going to replace it.", filename.clone());
self.texture_store.get(&filename.clone()).unwrap().clone()
} else {
@@ -331,31 +310,9 @@ impl Canvas {
o
}
/*
So I need the image set in order to get my texture or compute texture
Done
compute image currently holds the set for compute and its swap buffer
but during a descriptor set build, we corrow the compute_image and take
it's swap buffer
vkprocessor creates the image sets for draw calls
takes the pipeline from the ShaderKernel - Which we own
adds vk processor owned texture - Not any more
adds compute image taken from the ComputeImage - Still true
we have shaderkernel in here so thats fine
Who should own the texture?
I would need to borrow it each time I created an image set...
These are tied very closely to the input output of a shader, which we would own
I just need to add a third option on sprite and allow it to have a swap buffer
*/
pub fn draw_commands(&self,
mut command_buffer: AutoCommandBufferBuilder,
framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
@@ -395,6 +352,33 @@ impl Canvas {
.end_render_pass()
.unwrap()
}
/// This method is called once during initialization, then again whenever the window is resized
pub fn window_size_dependent_setup(&self,
images: &[Arc<SwapchainImage<Window>>],
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
let dimensions = images[0].dimensions();
let mut dynamic_state = DynamicState {
line_width: None,
viewports: Some(vec![Viewport {
origin: [0.0, 0.0],
dimensions: [dimensions.width() as f32, dimensions.height() as f32],
depth_range: 0.0..1.0,
}]),
scissors: None
};
images.iter().map(|image| {
Arc::new(
Framebuffer::start(self.shader_kernels.get(&ShaderType::SOLID).unwrap().render_pass.clone())
.add(image.clone()).unwrap()
.build().unwrap()
) as Arc<dyn FramebufferAbstract + Send + Sync>
}).collect::<Vec<_>>()
}
}