idk man
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@@ -1,6 +1,6 @@
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use cgmath::{Vector4, vec4};
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use crate::{input::InputState, text::{create_text_object, update_text}, vulkan::{MeshHandle, PERF_COUNTER_SIZE, VulkanRenderer, gameobject::{GameObject, GameObjectHandle, Updatable}, mesh::{CPUMesh, CPUVertexList}}};
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use crate::{input::InputState, text::{create_text_object, update_text}, vulkan::{MeshHandle, PERF_COUNTER_SIZE, TextVertex, VulkanRenderer, gameobject::{GameObject, GameObjectHandle, Updatable}, mesh::{CPUMesh, CPUVertexList}}};
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use super::{GameState, TestGame};
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@@ -9,9 +9,9 @@ pub struct FpsCounter {
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}
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impl FpsCounter {
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pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> Box<FpsCounter> {
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pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> FpsCounter {
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let text_mesh = create_text_object(&mut game.game_state.brush, renderer, "", 30.);
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Box::new(FpsCounter { game_object: game.add_game_object(renderer, text_mesh) })
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FpsCounter { game_object: game.add_game_object(renderer, text_mesh) }
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}
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}
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@@ -38,8 +38,13 @@ pub struct UiQuad {
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impl UiQuad {
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pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> UiQuad {
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let quad_verts = vec![];
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let cpu_mesh = CPUMesh { vertices: CPUVertexList::Vertex3D(quad_verts), indices: vec![0, 1, 2, 1, 3, 2], local_texture_index: None, local_normal_map_index: None, name: None };
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let quad_verts = vec![
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TextVertex { position: [0., 0., 0.], uv: [0., 0.] },
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TextVertex { position: [0., 1., 0.], uv: [0., 1.] },
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TextVertex { position: [1., 0., 0.], uv: [1., 0.] },
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TextVertex { position: [1., 1., 0.], uv: [1., 1.] },
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];
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let cpu_mesh = CPUMesh { vertices: CPUVertexList::VertexText(quad_verts), indices: vec![0, 1, 2, 1, 3, 2], local_texture_index: None, local_normal_map_index: None, name: None };
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let mesh_index = renderer.upload_mesh(cpu_mesh, None);
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let mesh_handle = MeshHandle {
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index: mesh_index,
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@@ -54,6 +59,6 @@ impl UiQuad {
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impl Updatable for UiQuad {
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fn update(&mut self, delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer) {
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todo!()
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}
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}
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@@ -6,7 +6,7 @@ use winit::event::Event;
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use level::{load_level, save_level};
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use player::Player;
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use crate::game::entities::FpsCounter;
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use crate::game::entities::{FpsCounter, UiQuad};
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use crate::text::create_brush;
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use crate::{config::LogConfig, vulkan};
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use crate::input::InputState;
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@@ -149,7 +149,10 @@ impl TestGame {
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load_level("levels/test.lvl", self, renderer).unwrap();
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let fps = FpsCounter::new(self, renderer);
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self.components.push(fps);
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self.components.push(Box::new(fps));
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let test_quad = UiQuad::new(self, renderer);
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self.components.push(Box::new(test_quad));
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println!("Game loaded!");
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}
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@@ -17,7 +17,7 @@ pub struct GameObject {
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pub rotation: Quaternion<f32>,
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pub scale: Vector3<f32>,
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pub children: Vec<GameObject>,
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pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>,
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pub descriptor_sets: Vec<Vec<Arc<RendererDescriptorSets>>>,
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pub is_selected: bool,
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pub pipeline_index: usize,
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pub visible: bool,
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@@ -31,7 +31,7 @@ impl GameObject {
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}
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pub fn init_descriptor_sets(&mut self, renderer: &mut VulkanRenderer) {
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self.descriptor_sets = renderer.pipelines[self.pipeline_index].create_descriptor_set(&self.textures, renderer);
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self.descriptor_sets = renderer.pipelines[self.pipeline_index].create_descriptor_sets(&self.textures, renderer);
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}
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pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {
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@@ -218,8 +218,8 @@ impl VulkanRenderer {
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let type_str = match (msg.severity.error, msg.severity.warning, msg.severity.information, msg.severity.verbose) {
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(true, _, _, _) => "!!",
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(_, true, _, _) => "!",
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(_, _, _, true) => "i",
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_ => " "
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(_, _, true, _) => "i",
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_ => "v"
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};
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let layer_str = msg.layer_prefix;
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@@ -228,7 +228,7 @@ impl VulkanRenderer {
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}).ok();
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}
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// TODO: Just get the first physical device we find, it's fiiiine...
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// TODO: Create device selector
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
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@@ -236,14 +236,11 @@ impl VulkanRenderer {
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let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
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let window = surface.window();
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// TODO: Tutorial says we need more queues
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// In a real-life application, we would probably use at least a graphics queue and a transfers
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// queue to handle data transfers in parallel. In this example we only use one queue.
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// Queue
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let queue_family = physical.queue_families().find(|&q| {
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q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
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}).unwrap();
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// Queue
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let device_ext = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() };
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let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext,
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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@@ -1,6 +1,6 @@
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use std::{convert::TryInto, io::{self, ErrorKind, Read, Write}, path::PathBuf, sync::Arc};
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use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{DescriptorSet, descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet}, pipeline::{shader::{ShaderModule}}};
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use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{DescriptorSet, descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet, pipeline_layout::PipelineLayoutDesc}, pipeline::{shader::{ShaderModule}}};
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use vulkano::command_buffer::DynamicState;
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use vulkano::device::Device;
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use vulkano::framebuffer::RenderPassAbstract;
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@@ -22,7 +22,7 @@ type DS = Arc<dyn DescriptorSet + Send + Sync>;
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pub trait Drawcall {
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fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData, dynamic_state: &DynamicState);
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fn create_descriptor_set(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<DS>;
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fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>>;
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fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP);
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fn get_pipeline(self: &Self) -> &GP;
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}
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@@ -155,24 +155,23 @@ impl Drawcall for DefaultShader {
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}
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}
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fn create_descriptor_set(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<DS> {
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let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone();
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fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
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let descriptor_set_layout_0 = self.get_pipeline().descriptor_set_layout(0).unwrap().clone();
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renderer.uniform_buffers.iter().map(|uniform_buffer| {
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let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
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let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
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let descriptor_set_0: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
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debug_assert!(textures.len() == 2, "Expected diffuse and normal map for object shader!");
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let diffuse = &renderer.game_data.textures[textures[0]];
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let normal_map = &renderer.game_data.textures[textures[1]];
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descriptor_set = Arc::new(builder
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descriptor_set_0 = Arc::new(PersistentDescriptorSet::start(descriptor_set_layout_0.clone())
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.add_buffer(uniform_buffer.clone()).unwrap()
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.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
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.add_sampled_image(normal_map.image.clone(), normal_map.sampler.clone()).unwrap()
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.build().unwrap());
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descriptor_set
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vec![descriptor_set_0]
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}).collect()
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}
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@@ -240,7 +239,7 @@ impl Drawcall for LineShader {
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game_data.line_push_constants.clone()).unwrap();
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}
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fn create_descriptor_set(self: &Self, _textures: &Vec<TextureHandle>, _renderer: &VulkanRenderer) -> Vec<DS> {
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fn create_descriptor_sets(self: &Self, _textures: &Vec<TextureHandle>, _renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
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vec![]
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}
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@@ -318,6 +317,10 @@ impl TextShader {
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.build(device.clone())
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.unwrap());
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println!("{:?}", gp.descriptor(0, 0).unwrap().ty);
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println!("{:?}", gp.descriptor(0, 1).unwrap().ty);
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println!("{:?}", gp.descriptor(0, 2).unwrap().ty); // TODO: Why does this exist?
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gp
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}
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}
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@@ -340,24 +343,27 @@ impl Drawcall for TextShader {
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}
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}
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fn create_descriptor_set(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<DS> {
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fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
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let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone();
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renderer.uniform_buffers.iter().map(|uniform_buffer| {
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let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
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let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
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debug_assert!(textures.len() == 1, "Expected only diffuse map for text shader!");
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let diffuse = &renderer.game_data.textures[textures[0]];
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println!("Using diffuse image with size {:?}", diffuse.image.dimensions());
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let diffuse_index = match textures.len() {
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0 => 0,
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1 => textures[0],
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_ => panic!("Expected only diffuse map for text shader!"),
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};
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let diffuse = &renderer.game_data.textures[diffuse_index];
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descriptor_set = Arc::new(builder
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.add_buffer(uniform_buffer.clone()).unwrap()
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.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
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.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
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.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() // TODO: delet this
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.build().unwrap());
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descriptor_set
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vec![descriptor_set]
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}).collect()
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}
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