Readjusted namespaces, removed Geometry example as it's no longer relevant.
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27 changed files with 394 additions and 625 deletions
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@ -4,13 +4,13 @@ use core::fmt;
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use std::fmt::Formatter;
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use iced_graphics::layer::{attribute_count_of, Mesh};
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use iced_graphics::shader::Shader;
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use iced_graphics::Size;
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use iced_graphics::{layer, Size};
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use crate::buffers::buffer::StaticBuffer;
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use crate::buffers::StaticBuffer;
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use crate::triangle::gradient::GradientPipeline;
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use crate::triangle::solid::SolidPipeline;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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use layer::mesh;
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mod gradient;
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mod msaa;
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@ -107,7 +107,9 @@ impl Pipeline {
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//We are not currently using the return value of these functions as we have no system in
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//place to calculate mesh diff, or to know whether or not that would be more performant for
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//the majority of use cases. Therefore we will write GPU data every frame (for now).
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let _ = self.vertex_buffer.recreate_if_needed(device, total_vertices);
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let _ = self
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.vertex_buffer
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.recreate_if_needed(device, total_vertices);
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let _ = self.index_buffer.recreate_if_needed(device, total_indices);
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//prepare dynamic buffers & data store for writing
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@ -144,11 +146,11 @@ impl Pipeline {
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self.index_strides.push(mesh.buffers.indices.len() as u32);
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//push uniform data to CPU buffers
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match mesh.shader {
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Shader::Solid(color) => {
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match mesh.style {
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mesh::Style::Solid(color) => {
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self.pipelines.solid.push(transform, color);
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}
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Shader::Gradient(gradient) => {
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mesh::Style::Gradient(gradient) => {
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self.pipelines.gradient.push(transform, gradient);
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}
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}
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@ -204,15 +206,15 @@ impl Pipeline {
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clip_bounds.height,
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);
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match mesh.shader {
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Shader::Solid(_) => {
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match mesh.style {
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mesh::Style::Solid(_) => {
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self.pipelines.solid.configure_render_pass(
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&mut render_pass,
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num_solids,
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);
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num_solids += 1;
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}
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Shader::Gradient(_) => {
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mesh::Style::Gradient(_) => {
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self.pipelines.gradient.configure_render_pass(
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&mut render_pass,
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num_gradients,
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