vulkano reeeeeeeeeeee
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@@ -1,27 +1,22 @@
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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_layout::PipelineLayoutDesc}, pipeline::{shader::{ShaderModule}}};
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use vulkano::command_buffer::DynamicState;
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use vulkano::{buffer::TypedBufferAccess, command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer}, descriptor_set::PersistentDescriptorSet, image::view::ImageView, pipeline::{PipelineBindPoint, shader::ShaderModule}, render_pass::{RenderPass, Subpass}};
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use vulkano::device::Device;
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use vulkano::framebuffer::RenderPassAbstract;
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use vulkano::framebuffer::Subpass;
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use vulkano::pipeline::GraphicsPipeline;
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use vulkano::pipeline::GraphicsPipelineAbstract;
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use vulkano::pipeline::shader::GraphicsShaderType;
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use crate::{GameObject, vulkan::{TextVertex}};
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use crate::vulkan::{LinePoint, Vertex};
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use crate::{GameObject, vulkan::TextVertex};
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use crate::vulkan::Vertex;
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use crate::vulkan::GameData;
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use crate::VulkanRenderer;
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use super::TextureHandle;
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type RP = Arc<dyn RenderPassAbstract + Send + Sync>;
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type GP = Arc<dyn GraphicsPipelineAbstract + Send + Sync>;
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type DS = Arc<dyn DescriptorSet + Send + Sync>;
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type RP = Arc<RenderPass>;
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type GP = Arc<GraphicsPipeline>;
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type DS = Arc<PersistentDescriptorSet>;
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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 draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData);
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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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@@ -46,7 +41,7 @@ pub struct DefaultShader {
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pipeline: GP,
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}
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fn shader_module_from_file(device: Arc<Device>, path: &str) -> Arc<ShaderModule> {
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fn _shader_module_from_file(device: Arc<Device>, path: &str) -> Arc<ShaderModule> {
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let mut file = std::fs::File::open(path).unwrap();
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let mut buffer = vec![];
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file.read_to_end(&mut buffer).unwrap();
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@@ -105,11 +100,12 @@ impl DefaultShader {
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}
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unsafe {
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/*
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static ENTRY_NAME: [u8; 5usize] = [109u8, 97u8, 105u8, 110u8, 0];
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let entry_name_c = std::ffi::CStr::from_ptr(ENTRY_NAME.as_ptr() as *const _);
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let fs_module = shader_module_from_file(device.clone(), "shaders/triangle.frag.spv");
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let fs_layout = fs::Layout(ShaderStages {
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let fs_layout = fs::MainLayout(ShaderStages {
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fragment: true,
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..ShaderStages::none()
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});
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@@ -121,14 +117,17 @@ impl DefaultShader {
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..ShaderStages::none()
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});
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let vs_entry = vs_module.graphics_entry_point(entry_name_c, vs::MainInput, vs::MainOutput, vs_layout, GraphicsShaderType::Vertex);
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*/
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let vs = vs::Shader::load(device.clone()).unwrap();
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let fs = fs::Shader::load(device.clone()).unwrap();
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Arc::new(GraphicsPipeline::start()
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.vertex_input_single_buffer::<Vertex>()
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.vertex_shader(vs_entry, ())
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.vertex_shader(vs.main_entry_point(), ())
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.triangle_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.depth_stencil_simple_depth()
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.fragment_shader(fs_entry, ())
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.fragment_shader(fs.main_entry_point(), ())
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.blend_alpha_blending()
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.cull_mode_back()
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.render_pass(sub_pass.clone())
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@@ -139,39 +138,39 @@ impl DefaultShader {
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}
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impl Drawcall for DefaultShader {
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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 draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData) {
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for i in 0..game_objects.len() {
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let game_object = &game_objects[i];
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let mesh = &game_data.meshes[game_object.mesh_index];
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let push_constants = game_object.get_push_constants();
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builder.draw_indexed(
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self.pipeline.clone(),
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dynamic_state,
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vec![mesh.vertex_buffer.clone()],
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mesh.index_buffer.clone(),
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game_object.descriptor_sets[fb_index].clone(),
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push_constants).unwrap();
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builder
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.bind_pipeline_graphics(self.pipeline.clone())
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.bind_descriptor_sets(PipelineBindPoint::Graphics, self.pipeline.layout().clone(), 0, game_object.descriptor_sets[fb_index].clone())
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.bind_vertex_buffers(0, mesh.vertex_buffer.clone())
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.bind_index_buffer(mesh.index_buffer.clone())
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.push_constants(self.pipeline.layout().clone(), 0, push_constants)
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.draw_indexed(mesh.index_buffer.len() as u32, 1, 0, 0, 0).unwrap();
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}
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}
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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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let descriptor_set_layout_0 = self.get_pipeline().layout().descriptor_set_layouts().get(0).unwrap().clone();
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renderer.uniform_buffers.iter().map(|uniform_buffer| {
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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 diffuse_view = ImageView::new(diffuse.image.clone()).unwrap();
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let normal_map = &renderer.game_data.textures[textures[1]];
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let normal_view = ImageView::new(normal_map.image.clone()).unwrap();
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descriptor_set_0 = Arc::new(PersistentDescriptorSet::start(descriptor_set_layout_0.clone())
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let mut builder = PersistentDescriptorSet::start(descriptor_set_layout_0.clone());
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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(normal_map.image.clone(), normal_map.sampler.clone()).unwrap()
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.build().unwrap());
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.add_sampled_image(diffuse_view, diffuse.sampler.clone()).unwrap()
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.add_sampled_image(normal_view, normal_map.sampler.clone()).unwrap();
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vec![descriptor_set_0]
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vec![Arc::new(builder.build().unwrap())]
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}).collect()
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}
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@@ -184,6 +183,7 @@ impl Drawcall for DefaultShader {
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}
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}
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/*
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pub mod line_vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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@@ -231,9 +231,8 @@ impl LineShader {
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}
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impl Drawcall for LineShader {
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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 draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, _fb_index: usize, _game_objects: Vec<&GameObject>, game_data: &GameData) {
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builder.draw(self.pipeline.clone(),
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&dynamic_state,
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vec![self.vertex_buffer.clone()],
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(),
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game_data.line_push_constants.clone()).unwrap();
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@@ -251,6 +250,7 @@ impl Drawcall for LineShader {
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&self.pipeline
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}
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}
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*/
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pub mod vs_text {
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vulkano_shaders::shader!{
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@@ -287,6 +287,7 @@ impl TextShader {
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}
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unsafe {
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/*
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static ENTRY_NAME: [u8; 5usize] = [109u8, 97u8, 105u8, 110u8, 0];
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let entry_name_c = std::ffi::CStr::from_ptr(ENTRY_NAME.as_ptr() as *const _);
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@@ -303,23 +304,27 @@ impl TextShader {
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..ShaderStages::none()
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});
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let vs_entry = vs_module.graphics_entry_point(entry_name_c, vs_text::MainInput, vs_text::MainOutput, vs_layout, GraphicsShaderType::Vertex);
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*/
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let vs = vs_text::Shader::load(device.clone()).unwrap();
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let fs = fs_text::Shader::load(device.clone()).unwrap();
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let gp = Arc::new(GraphicsPipeline::start()
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.vertex_input_single_buffer::<TextVertex>()
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.vertex_shader(vs_entry, ())
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.vertex_shader(vs.main_entry_point(), ())
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.triangle_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.depth_stencil_simple_depth()
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.fragment_shader(fs_entry, ())
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.fragment_shader(fs.main_entry_point(), ())
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.blend_alpha_blending()
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.cull_mode_disabled()
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.render_pass(sub_pass.clone())
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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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// 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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@@ -327,43 +332,37 @@ impl TextShader {
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}
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impl Drawcall for TextShader {
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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 draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData) {
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for i in 0..game_objects.len() {
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let game_object = &game_objects[i];
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let mesh = &game_data.meshes_text[game_object.mesh_index];
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let push_constants = game_object.get_push_constants();
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builder.draw_indexed(
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self.pipeline.clone(),
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dynamic_state,
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vec![mesh.vertex_buffer.clone()],
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mesh.index_buffer.clone(),
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game_object.descriptor_sets[fb_index].clone(),
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push_constants).unwrap();
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builder.bind_pipeline_graphics(self.pipeline.clone())
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.bind_descriptor_sets(PipelineBindPoint::Graphics, self.pipeline.layout().clone(), 0, game_object.descriptor_sets[fb_index].clone())
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.bind_vertex_buffers(0, mesh.vertex_buffer.clone())
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.bind_index_buffer(mesh.index_buffer.clone())
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.push_constants(self.pipeline.layout().clone(), 0, game_object.get_push_constants())
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.draw_indexed(mesh.index_buffer.len() as u32, 1, 0, 0, 0).unwrap();
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}
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}
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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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let descriptor_set_layout = self.get_pipeline().layout().descriptor_set_layouts().get(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 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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let diffuse_view = ImageView::new(diffuse.image.clone()).unwrap();
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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() // TODO: delet this
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.build().unwrap());
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let mut builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
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builder.add_buffer(uniform_buffer.clone()).unwrap()
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.add_sampled_image(diffuse_view.clone(), diffuse.sampler.clone()).unwrap();
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vec![descriptor_set]
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vec![Arc::new(builder.build().unwrap())]
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}).collect()
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}
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