reee
This commit is contained in:
@@ -18,14 +18,15 @@ pub struct GameObject {
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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 is_selected: bool
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pub is_selected: bool,
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pub pipeline_index: usize,
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}
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impl GameObject {
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pub fn new(mesh: MeshHandle) -> GameObject {
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GameObject { mesh_index: mesh.index, texture_index: mesh.diffuse_handle, normal_map_index: mesh.normal_handle.unwrap_or(0), position: Vector3::new(0.0, 0.0, 0.0),
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rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![],
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descriptor_sets: vec![], is_selected: false }
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descriptor_sets: vec![], is_selected: false, pipeline_index: mesh.pipeline_index }
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}
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pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {
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@@ -6,6 +6,8 @@ use gltf::mesh::util::{ReadJoints, ReadNormals, ReadPositions, ReadTangents, Rea
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use crate::vulkan::mesh::LoadError::{GltfError, MeshDataMissing, NoIndices};
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use crate::vulkan::Vertex;
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use super::TextVertex;
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#[derive(Debug)]
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pub enum LoadError {
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GltfError(gltf::Error),
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@@ -25,9 +27,15 @@ impl From<String> for LoadError {
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}
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}
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#[derive(Debug)]
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pub enum CPUVertex {
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Vertex3D(Vertex),
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VertexText(TextVertex)
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}
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#[derive(Debug)]
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pub struct CPUMesh {
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pub vertices: Vec<Vertex>,
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pub vertices: Vec<CPUVertex>,
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pub indices: Vec<u32>,
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pub local_texture_index: Option<usize>,
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pub local_normal_map_index: Option<usize>,
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@@ -41,7 +49,7 @@ fn read_file(path: &str) -> Vec<u8> {
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glb_bytes
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}
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pub fn load_mesh(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>, Document), LoadError> {
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pub fn load_mesh<V>(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>, Document), LoadError> {
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let mut start_time = None;
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let mut total_vertices = 0;
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let mut total_indices = 0;
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@@ -80,7 +88,7 @@ pub fn load_mesh(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>, D
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reader.read_tangents(),
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reader.read_joints(0),
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reader.read_weights(0));
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let vertices = vertices_result?;
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let vertices = vertices_result?.iter().map(|v| CPUVertex::Vertex3D(v.clone())).collect();
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let cpu_mesh = CPUMesh {
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vertices,
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indices: indices.into_u32().collect(),
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@@ -25,12 +25,14 @@ use winit::window::{Window, WindowBuilder};
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use mesh::CPUMesh;
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use pipelines::{Drawcall};
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use pipelines::line_vs::ty::LinePushConstants;
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use pipelines::DefaultShader;
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use pipelines::{DefaultShader, TextShader};
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use pipelines::vs;
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use crate::config::RenderConfig;
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use crate::vulkan::gameobject::{GameObject, GameObjectHandle};
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use self::mesh::CPUVertex;
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pub mod pipelines;
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pub mod gameobject;
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pub mod mesh;
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@@ -39,7 +41,7 @@ mod renderpass;
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mod framebuffers;
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const VALIDATION_LAYERS: &[&str] = &[
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"VK_LAYER_KHRONOS_validation"
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"VK_LAYER_KHRONOS_validation",
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];
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#[derive(Default, Debug, Clone)]
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@@ -59,6 +61,14 @@ pub struct LinePoint {
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}
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vulkano::impl_vertex!(LinePoint, position);
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#[derive(Default, Debug, Clone)]
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pub struct TextVertex {
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pub position: [f32; 3],
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pub uv: [f32; 2],
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pub normal: [f32; 3],
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}
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vulkano::impl_vertex!(TextVertex, position, uv, normal);
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pub trait Game {
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/// Returns true if event should be ignored by the vulkan handler
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fn on_window_event(self: &mut Self, event: &Event<()>);
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@@ -66,8 +76,8 @@ pub trait Game {
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fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> vs::ty::ObjectUniformData;
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}
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pub struct Mesh {
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pub vertex_buffer: Arc<CpuAccessibleBuffer<[Vertex]>>,
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pub struct Mesh<V> {
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pub vertex_buffer: Arc<CpuAccessibleBuffer<[V]>>,
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pub index_buffer: Arc<CpuAccessibleBuffer<[u32]>>,
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pub original_path: Option<String>,
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}
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@@ -77,7 +87,8 @@ pub struct MeshHandle {
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pub index: usize,
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pub diffuse_handle: TextureHandle,
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pub normal_handle: Option<TextureHandle>,
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pub original_path: Option<String>
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pub original_path: Option<String>,
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pub pipeline_index: usize
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}
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pub(crate) type TextureHandle = usize;
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@@ -94,9 +105,9 @@ pub struct GameData {
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pub dimensions: [u32; 2],
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pub shutdown: bool,
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pub game_objects: Vec<GameObject>,
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pub meshes: Vec<Mesh>,
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pub meshes: Vec<Mesh<Vertex>>,
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pub meshes_text: Vec<Mesh<TextVertex>>,
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pub textures: Vec<Texture>,
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pub use_line_pipeline: bool,
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}
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pub(crate) type RendererDescriptorSets = dyn DescriptorSet + Send + Sync;
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@@ -115,7 +126,6 @@ pub struct VulkanRenderer {
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pub debug_callback: Option<DebugCallback>,
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pub previous_frame_end: Option<Box<dyn GpuFuture>>,
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pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>,
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pub line_vertex_buffer: Arc<CpuAccessibleBuffer<[LinePoint]>>,
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pub render_config: RenderConfig
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}
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@@ -134,9 +144,9 @@ impl VulkanRenderer {
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line_vertices,
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dimensions: [0, 0],
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meshes: vec![],
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meshes_text: vec![],
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game_objects: vec![],
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textures: vec![],
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use_line_pipeline: true,
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};
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// Create basic vulkan instance with layers and info
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@@ -239,12 +249,11 @@ impl VulkanRenderer {
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// Render pass
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let render_pass = renderpass::create_render_pass(device.clone(), &render_config, swapchain.format());
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let line_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), false, data.line_vertices.iter().cloned()).unwrap();
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let render_pass_text = renderpass::create_render_pass(device.clone(), &render_config, swapchain.format());
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let pipelines: Vec<Box<dyn Drawcall>> = vec![
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Box::new(DefaultShader::new(device.clone(), render_pass.clone())),
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// Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer.clone())),
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Box::new(TextShader::new(device.clone(), render_pass_text.clone())),
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];
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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@@ -292,7 +301,6 @@ impl VulkanRenderer {
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surface, swapchain, render_pass, queue,
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recreate_swapchain: false, debug_callback, previous_frame_end,
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render_config,
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line_vertex_buffer,
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}, events_loop)
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}
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@@ -307,8 +315,10 @@ impl VulkanRenderer {
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}
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// Draw meshes etc.
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let mut index = 0;
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for pipeline in &self.pipelines {
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pipeline.draw(&mut builder, fb_index, &self.game_data, &self.dynamic_state);
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pipeline.draw(&mut builder, fb_index, self.game_data.game_objects.iter().filter(|go| go.pipeline_index == index).collect(), &self.game_data, &self.dynamic_state);
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index += 1;
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}
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// General cleanup
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@@ -343,7 +353,7 @@ impl VulkanRenderer {
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self.pipelines = vec![
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Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())),
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// Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())),
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Box::new(TextShader::new(self.device.clone(), self.render_pass.clone())),
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];
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self.swapchain = new_swapchain;
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@@ -420,11 +430,28 @@ impl VulkanRenderer {
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// collision_mesh.push_face((mesh.indices[i] as usize, mesh.indices[i + 1] as usize, mesh.indices[i + 2] as usize));
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// }
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let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, mesh.vertices.into_iter()).unwrap();
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let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, mesh.indices.into_iter()).unwrap();
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let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, mesh.indices.into_iter()).unwrap();
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self.game_data.meshes.push(Mesh { vertex_buffer, index_buffer, original_path });
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self.game_data.meshes.len() - 1
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match mesh.vertices.get(0).unwrap() {
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CPUVertex::Vertex3D(_) => {
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let verts: Vec<Vertex> = mesh.vertices.into_iter().filter_map(|v| match v {
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CPUVertex::Vertex3D(vert) => Some(vert),
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CPUVertex::VertexText(_) => None
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}).collect();
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let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, verts.into_iter()).unwrap();
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self.game_data.meshes.push(Mesh { vertex_buffer, index_buffer, original_path });
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self.game_data.meshes.len() - 1
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},
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CPUVertex::VertexText(_) => {
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let verts: Vec<TextVertex> = mesh.vertices.into_iter().filter_map(|v| match v {
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CPUVertex::Vertex3D(_) => None,
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CPUVertex::VertexText(vert) => Some(vert)
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}).collect();
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let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, verts.into_iter()).unwrap();
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self.game_data.meshes_text.push(Mesh { vertex_buffer, index_buffer, original_path });
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self.game_data.meshes_text.len() - 1
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},
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}
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}
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pub fn upload_texture(self: &mut Self, bytes: &[u8], width: u32, height: u32, format: Format, device: Arc<Device>) {
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@@ -438,7 +465,7 @@ impl VulkanRenderer {
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};
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let layout = ImageLayout::ShaderReadOnlyOptimal;
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let mip_maps = if format == Format::R8Srgb { MipmapsCount::One } else { MipmapsCount::Log2 };
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let mip_maps = if format == Format::R8Uint { MipmapsCount::One } else { MipmapsCount::Log2 };
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let (image_view, initializer) = ImmutableImage::uninitialized(
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device.clone(),
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@@ -518,8 +545,8 @@ impl VulkanRenderer {
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self.game_data.textures.push(Texture { image: image_view, sampler });
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}
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pub fn add_game_object(self: &mut Self, mut game_object: GameObject, pipeline_index: usize) -> GameObjectHandle {
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self.pipelines[pipeline_index].create_descriptor_set(&mut game_object, self);
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pub fn add_game_object(self: &mut Self, mut game_object: GameObject) -> GameObjectHandle {
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self.pipelines[game_object.pipeline_index].create_descriptor_set(&mut game_object, self);
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self.game_data.game_objects.push(game_object);
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GameObjectHandle {
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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::{descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet}, pipeline::shader::ShaderModule};
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use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet}, 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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@@ -9,7 +9,7 @@ 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;
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use crate::{GameObject, vulkan::TextVertex};
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use crate::vulkan::{LinePoint, Vertex};
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use crate::vulkan::GameData;
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use crate::VulkanRenderer;
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@@ -18,7 +18,7 @@ type RP = Arc<dyn RenderPassAbstract + Send + Sync>;
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type GP = Arc<dyn GraphicsPipelineAbstract + Send + Sync>;
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pub trait Drawcall {
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fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder, fb_index: usize, game_data: &GameData, dynamic_state: &DynamicState);
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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, game_object: &mut GameObject, renderer: &VulkanRenderer);
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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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@@ -136,12 +136,14 @@ 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_data: &GameData, dynamic_state: &DynamicState) {
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for i in 0..game_data.game_objects.len() {
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let game_object = &game_data.game_objects[i];
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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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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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println!("default: {:?}", game_object.mesh_index);
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builder.draw_indexed(
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self.pipeline.clone(),
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dynamic_state,
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@@ -230,7 +232,7 @@ 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_data: &GameData, dynamic_state: &DynamicState) {
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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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builder.draw(self.pipeline.clone(),
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&dynamic_state,
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vec![self.vertex_buffer.clone()],
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@@ -246,6 +248,124 @@ impl Drawcall for LineShader {
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self.pipeline = Self::create_pipeline(device, render_pass);
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}
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fn get_pipeline(self: &Self) -> &GP {
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&self.pipeline
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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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ty: "vertex",
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path: "shaders/text.vert"
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}
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}
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pub mod fs_text {
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vulkano_shaders::shader!{
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ty: "fragment",
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path: "shaders/text.frag"
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}
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}
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pub struct TextShader {
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pipeline: GP,
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}
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impl TextShader {
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pub fn new(device: Arc<Device>, render_pass: RP) -> Self {
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TextShader {
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pipeline: Self::create_pipeline(device, render_pass)
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}
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}
|
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fn create_pipeline(device: Arc<Device>, render_pass: RP) -> GP {
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let sub_pass = Subpass::from(render_pass.clone(), 0).unwrap();
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|
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#[cfg(debug_assertions)]
|
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{
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println!("Compiling shaders...");
|
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compile_shaders().unwrap();
|
||||
}
|
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unsafe {
|
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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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|
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let fs_module = shader_module_from_file(device.clone(), "shaders/text.frag.spv");
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let fs_layout = fs::Layout(ShaderStages {
|
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fragment: true,
|
||||
..ShaderStages::none()
|
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});
|
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let fs_entry = fs_module.graphics_entry_point(entry_name_c, fs_text::MainInput, fs_text::MainOutput, fs_layout, GraphicsShaderType::Fragment);
|
||||
|
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let vs_module = shader_module_from_file(device.clone(), "shaders/text.vert.spv");
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let vs_layout = vs::Layout(ShaderStages {
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vertex: true,
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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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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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.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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.blend_alpha_blending()
|
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.cull_mode_back()
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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!("layout: {:?}", vulkano::descriptor::PipelineLayoutAbstract::descriptor_set_layout(&gp, 0).unwrap().descriptors_count());
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gp
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}
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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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||||
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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println!("text: {:?}", game_object.mesh_index);
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||||
|
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builder.draw_indexed(
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||||
self.pipeline.clone(),
|
||||
dynamic_state,
|
||||
vec![mesh.vertex_buffer.clone()],
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||||
mesh.index_buffer.clone(),
|
||||
game_object.descriptor_sets[fb_index].clone(),
|
||||
push_constants).unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
fn create_descriptor_set(self: &Self, game_object: &mut GameObject, renderer: &VulkanRenderer) {
|
||||
let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone();
|
||||
|
||||
game_object.descriptor_sets = renderer.uniform_buffers.iter().map(|uniform_buffer| {
|
||||
let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
|
||||
let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
|
||||
|
||||
let diffuse = &renderer.game_data.textures[game_object.texture_index];
|
||||
|
||||
descriptor_set = Arc::new(builder
|
||||
.add_buffer(uniform_buffer.clone()).unwrap()
|
||||
.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
|
||||
.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
|
||||
.build().unwrap());
|
||||
|
||||
descriptor_set
|
||||
}).collect();
|
||||
}
|
||||
|
||||
fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP) {
|
||||
self.pipeline = Self::create_pipeline(device, render_pass);
|
||||
}
|
||||
|
||||
fn get_pipeline(self: &Self) -> &GP {
|
||||
&self.pipeline
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user