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Trac3r-rust/src/main.rs

257 lines
5.4 KiB

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#![allow(dead_code)]
#![allow(unused_variables)]
#![allow(unused_mut)]
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extern crate cgmath;
extern crate image;
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extern crate nalgebra as na;
extern crate rand;
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extern crate sfml;
extern crate time;
use sfml::system::*;
use vulkano::sync;
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use crate::timer::Timer;
use vulkano::instance::{Instance};
use vulkano::sync::GpuFuture;
use winit::{EventsLoop, WindowBuilder, WindowEvent, Event, DeviceEvent, VirtualKeyCode, ElementState};
use winit::dpi::LogicalSize;
use vulkano_win::VkSurfaceBuild;
use sprite::Sprite;
use crate::canvas::CanvasFrame;
mod util;
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mod slider;
mod timer;
mod input;
mod vkprocessor;
mod button;
mod vertex_2d;
mod vertex_3d;
mod sprite;
mod canvas;
/*
Alright, what the hell do I do next...
Canvas works, but I want to use CPU accessible buffer instead of immutable buffer
I think it would be faster if we reuse fewer oversized buffers than vis versa
Texturing is broken
Compute is running in the background, but don't have a way to draw it.
Would like to draw it to a sprite???
8/13 :
Okay. So I've decided to keep compute image and compute kernel in their own 'canvas'
Canvas still needs to be cleaned up. I would like a contract type of thing going on
with the loaded textures. Where you need to request a texture_handle from vkprocessor
to attach to a Sprite. The problem is kinda what I do with the swap image. I only need
a reference to it and the general buffer coming back from the compute kernel. I could
continue to hold the image in the Canvas, and just give out an ID when a Sprite wants it.
The issue here is that kinda muddles the API a bit. I would need to do something like
Canvas.load_textures()
Compute.create_compute(data) -> compute_buffer_id
Canvas.load_image(compute_buffer_id, Compute)
Sprite::with_image(compute_buffer_id)
Canvas::swap_into(compute_buffer, swap_image);
I want to be able to chain computes using the same data
So that would be a different pipeline using the same or similar descriptor set
sprite = Sprite::with_texture(Canvas.get_texture_from_file())
(compute, sprite2) = Compute::with_swap_image(Canvas.get_new_image())
compute load shader -> shader object
compute load buffers -> buffer object
shader object + buffer object + maybe the swap buffer
-> command queue
let mut canvas = CanvasFrame::new();
canvas.draw(&sprite);
canvas.draw(&sprite2);
(frame_future) = processor.run(&surface, frame_future, canvas);
*/
fn main() {
let instance = {
let extensions = vulkano_win::required_extensions();
Instance::new(None, &extensions, None).unwrap()
};
let mut events_loop = EventsLoop::new();
let mut surface = WindowBuilder::new()
.with_dimensions(LogicalSize::from((800, 800)))
.build_vk_surface(&events_loop, instance.clone()).unwrap();
let mut window = surface.window();
let mut processor = vkprocessor::VkProcessor::new(&instance, &surface);
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processor.compile_kernel(String::from("simple-edge.compute"));
processor.load_compute_image(String::from("background.jpg"));
processor.load_textures(String::from("funky-bird.jpg"));
processor.create_swapchain(&surface);
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let mut timer = Timer::new();
let mut frame_future = Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
let step_size: f32 = 0.005;
let mut elapsed_time: f32;
let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
let mut current_time: f32 = timer.elap_time();
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let mut mouse_xy = Vector2i::new(0,0);
let sprite = Sprite::new_with_color((0.,0.), (0.1,0.1), (1.,0.,0.,1.));
let sprite2 = Sprite::new_with_color((-1.,-0.5), (0.1,0.1), (0.,1.,0.,1.));
while let Some(p) = window.get_position() {
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
current_time = elapsed_time;
if delta_time > 0.02 {
delta_time = 0.02;
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}
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accumulator_time += delta_time;
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while (accumulator_time - step_size) >= step_size {
accumulator_time -= step_size;
}
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println!("{}", delta_time);
let mut exit = false;
events_loop.poll_events(|event| {
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
{
exit = true;
},
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
processor.recreate_swapchain(&surface);
},
Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
match keyboard_input.virtual_keycode.unwrap() {
VirtualKeyCode::A => {
if keyboard_input.state == ElementState::Pressed {
processor.save_edges_image();
}
}
_ => ()
}
},
// Event::DeviceEvent { event: DeviceEvent::Button(mouse_input), .. } => {
// mouse_xy.x
// },
_ => ()
}
});
if exit {
return;
}
/*
*/
let mut canvas = CanvasFrame::new();
canvas.draw(&sprite);
canvas.draw(&sprite2);
(frame_future) = processor.run(&surface, frame_future, canvas);
}
}
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