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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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#[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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}
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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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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,
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..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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}
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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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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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}
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}
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fn create_descriptor_set(self: &Self, game_object: &mut GameObject, renderer: &VulkanRenderer) {
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let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone();
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game_object.descriptor_sets = 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 = &renderer.game_data.textures[game_object.texture_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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.build().unwrap());
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descriptor_set
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}).collect();
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}
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fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP) {
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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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