gfx2d: cleanup sprite2d in prep for text2d

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2023-09-18 08:43:21 -07:00
parent 3d04466546
commit 0803e71a0e
2 changed files with 6 additions and 6 deletions

View file

@ -18,6 +18,11 @@ pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
pub const name = .engine_sprite2d;
pub const components = struct {
/// The ID of the pipeline this sprite belongs to. By default, zero.
///
/// This determines which shader, textures, etc. are used for rendering the sprite.
pub const pipeline = u8;
/// The sprite model transformation matrix. A sprite is measured in pixel units, starting from
/// (0, 0) at the top-left corner and extending to the size of the sprite. By default, the world
/// origin (0, 0) lives at the center of the window.
@ -31,11 +36,6 @@ pub const components = struct {
/// The size of the sprite, in pixels.
pub const size = Vec2;
/// The ID of the pipeline this sprite belongs to. By default, zero.
///
/// This determines which shader, textures, etc. are used for rendering the sprite.
pub const pipeline = u8;
};
const Uniforms = extern struct {
@ -224,7 +224,7 @@ pub fn engineSprite2dInitPipeline(
},
};
const shader_module = opt.shader orelse device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
const shader_module = opt.shader orelse device.createShaderModuleWGSL("sprite2d.wgsl", @embedFile("sprite2d.wgsl"));
defer shader_module.release();
const color_target = opt.color_target_state orelse gpu.ColorTargetState{