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use crate::draw::texture::TextureRepo;
use arrayvec::ArrayVec;
use hal::prelude::*;
use hal::pso::ShaderStageFlags;
use super::UiPoint;
use crate::draw::draw_buffers::DrawBuffers;
use crate::types::*;
use crate::UiState;
use std::convert::TryInto;
use stockton_types::Vector2;
pub fn do_render(
cmd_buffer: &mut CommandBuffer,
pipeline_layout: &PipelineLayout,
draw_buffers: &mut DrawBuffers<UiPoint>,
tex_repo: &mut TextureRepo,
ui: &mut UiState,
) {
// TODO: Actual UI Rendering
let (_out, paint) = ui.end_frame();
let screen = ui.dimensions();
unsafe {
cmd_buffer.push_graphics_constants(
&pipeline_layout,
ShaderStageFlags::VERTEX,
0,
&[screen.x.to_bits(), screen.y.to_bits()],
);
}
for (_rect, tris) in paint.iter() {
// Copy triangles/indicies
for i in (0..tris.indices.len()).step_by(3) {
draw_buffers.index_buffer[i / 3] = (
tris.indices[i].try_into().unwrap(),
tris.indices[i + 1].try_into().unwrap(),
tris.indices[i + 2].try_into().unwrap(),
);
}
for (i, vertex) in tris.vertices.iter().enumerate() {
draw_buffers.vertex_buffer[i] = UiPoint(
Vector2::new(vertex.pos.x, vertex.pos.y),
Vector2::new(vertex.uv.x, vertex.uv.y),
vertex.color,
);
}
// TODO: *Properly* deal with textures
if let Some(ds) = tex_repo.attempt_get_descriptor_set(0) {
let mut descriptor_sets: ArrayVec<[_; 1]> = ArrayVec::new();
descriptor_sets.push(ds);
unsafe {
cmd_buffer.bind_graphics_descriptor_sets(pipeline_layout, 0, descriptor_sets, &[]);
// Call draw
cmd_buffer.draw_indexed(0..tris.indices.len() as u32, 0, 0..1);
}
} else {
// tex_repo.queue_load(0);
}
}
}
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