module: event handlers are defined ahead of time
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
0fc3bf6545
commit
3bfafe102d
12 changed files with 1099 additions and 967 deletions
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@ -39,6 +39,15 @@ pub const components = struct {
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pub const size = Vec2;
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};
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pub const events = .{
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.{ .global = .deinit, .handler = deinit },
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.{ .local = .init, .handler = init },
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.{ .local = .initPipeline, .handler = initPipeline },
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.{ .local = .updated, .handler = updated },
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.{ .local = .preRender, .handler = preRender },
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.{ .local = .render, .handler = render },
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};
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const Uniforms = extern struct {
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// WebGPU requires that the size of struct fields are multiples of 16
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// So we use align(16) and 'extern' to maintain field order
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@ -121,251 +130,249 @@ pub const PipelineOptions = struct {
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pipeline_layout: ?*gpu.PipelineLayout = null,
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};
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pub fn deinit(sprite_mod: *Mod) !void {
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fn deinit(sprite_mod: *Mod) !void {
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for (sprite_mod.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
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sprite_mod.state.pipelines.deinit(sprite_mod.allocator);
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}
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pub const local = struct {
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pub fn init(
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sprite_mod: *Mod,
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) !void {
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sprite_mod.state = .{
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// TODO: struct default value initializers don't work
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.pipelines = .{},
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};
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fn init(
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sprite_mod: *Mod,
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) !void {
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sprite_mod.state = .{
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// TODO: struct default value initializers don't work
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.pipelines = .{},
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};
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}
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fn initPipeline(
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engine: *Engine.Mod,
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sprite_mod: *Mod,
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opt: PipelineOptions,
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) !void {
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const device = engine.state.device;
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const pipeline = try sprite_mod.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
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if (pipeline.found_existing) {
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pipeline.value_ptr.*.deinit();
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}
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pub fn initPipeline(
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engine: *Engine.Mod,
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sprite_mod: *Mod,
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opt: PipelineOptions,
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) !void {
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const device = engine.state.device;
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// Storage buffers
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const sprite_buffer_cap = 1024 * 512; // TODO: allow user to specify preallocation
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const transforms = device.createBuffer(&.{
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(Mat4x4) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const uv_transforms = device.createBuffer(&.{
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(Mat3x3) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const sizes = device.createBuffer(&.{
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(Vec2) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const pipeline = try sprite_mod.state.pipelines.getOrPut(engine.allocator, opt.pipeline);
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if (pipeline.found_existing) {
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pipeline.value_ptr.*.deinit();
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}
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// Storage buffers
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const sprite_buffer_cap = 1024 * 512; // TODO: allow user to specify preallocation
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const transforms = device.createBuffer(&.{
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(Mat4x4) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const uv_transforms = device.createBuffer(&.{
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(Mat3x3) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const sizes = device.createBuffer(&.{
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.usage = .{ .storage = true, .copy_dst = true },
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.size = @sizeOf(Vec2) * sprite_buffer_cap,
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.mapped_at_creation = .false,
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});
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const texture_sampler = opt.texture_sampler orelse device.createSampler(&.{
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.mag_filter = .nearest,
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.min_filter = .nearest,
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});
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const uniforms = device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(Uniforms),
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.mapped_at_creation = .false,
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});
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const bind_group_layout = opt.bind_group_layout orelse device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{
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gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0),
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gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.sampler(4, .{ .fragment = true }, .filtering),
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gpu.BindGroupLayout.Entry.texture(5, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(6, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(7, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(8, .{ .fragment = true }, .float, .dimension_2d, false),
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},
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}),
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);
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defer bind_group_layout.release();
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const texture_view = opt.texture.createView(&gpu.TextureView.Descriptor{});
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const texture2_view = if (opt.texture2) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
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const texture3_view = if (opt.texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
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const texture4_view = if (opt.texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
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defer texture_view.release();
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defer texture2_view.release();
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defer texture3_view.release();
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defer texture4_view.release();
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const bind_group = opt.bind_group orelse device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bind_group_layout,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
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gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(Mat4x4) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(2, uv_transforms, 0, @sizeOf(Mat3x3) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(3, sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap),
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gpu.BindGroup.Entry.sampler(4, texture_sampler),
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gpu.BindGroup.Entry.textureView(5, texture_view),
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gpu.BindGroup.Entry.textureView(6, texture2_view),
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gpu.BindGroup.Entry.textureView(7, texture3_view),
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gpu.BindGroup.Entry.textureView(8, texture4_view),
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},
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}),
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);
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const blend_state = opt.blend_state orelse gpu.BlendState{
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.color = .{
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.operation = .add,
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.src_factor = .src_alpha,
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.dst_factor = .one_minus_src_alpha,
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const texture_sampler = opt.texture_sampler orelse device.createSampler(&.{
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.mag_filter = .nearest,
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.min_filter = .nearest,
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});
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const uniforms = device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(Uniforms),
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.mapped_at_creation = .false,
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});
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const bind_group_layout = opt.bind_group_layout orelse device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor.init(.{
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.entries = &.{
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gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, false, 0),
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gpu.BindGroupLayout.Entry.buffer(1, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.buffer(2, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.buffer(3, .{ .vertex = true }, .read_only_storage, false, 0),
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gpu.BindGroupLayout.Entry.sampler(4, .{ .fragment = true }, .filtering),
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gpu.BindGroupLayout.Entry.texture(5, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(6, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(7, .{ .fragment = true }, .float, .dimension_2d, false),
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gpu.BindGroupLayout.Entry.texture(8, .{ .fragment = true }, .float, .dimension_2d, false),
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},
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.alpha = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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}),
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);
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defer bind_group_layout.release();
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const texture_view = opt.texture.createView(&gpu.TextureView.Descriptor{});
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const texture2_view = if (opt.texture2) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
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const texture3_view = if (opt.texture3) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
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const texture4_view = if (opt.texture4) |tex| tex.createView(&gpu.TextureView.Descriptor{}) else texture_view;
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defer texture_view.release();
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defer texture2_view.release();
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defer texture3_view.release();
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defer texture4_view.release();
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const bind_group = opt.bind_group orelse device.createBindGroup(
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&gpu.BindGroup.Descriptor.init(.{
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.layout = bind_group_layout,
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.entries = &.{
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gpu.BindGroup.Entry.buffer(0, uniforms, 0, @sizeOf(Uniforms)),
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gpu.BindGroup.Entry.buffer(1, transforms, 0, @sizeOf(Mat4x4) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(2, uv_transforms, 0, @sizeOf(Mat3x3) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(3, sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap),
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gpu.BindGroup.Entry.sampler(4, texture_sampler),
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gpu.BindGroup.Entry.textureView(5, texture_view),
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gpu.BindGroup.Entry.textureView(6, texture2_view),
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gpu.BindGroup.Entry.textureView(7, texture3_view),
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gpu.BindGroup.Entry.textureView(8, texture4_view),
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},
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};
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}),
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);
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const shader_module = opt.shader orelse device.createShaderModuleWGSL("sprite.wgsl", @embedFile("sprite.wgsl"));
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defer shader_module.release();
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const blend_state = opt.blend_state orelse gpu.BlendState{
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.color = .{
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.operation = .add,
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.src_factor = .src_alpha,
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.dst_factor = .one_minus_src_alpha,
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},
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.alpha = .{
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.operation = .add,
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.src_factor = .one,
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.dst_factor = .zero,
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},
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};
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const color_target = opt.color_target_state orelse gpu.ColorTargetState{
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.format = core.descriptor.format,
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.blend = &blend_state,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = opt.fragment_state orelse gpu.FragmentState.init(.{
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const shader_module = opt.shader orelse device.createShaderModuleWGSL("sprite.wgsl", @embedFile("sprite.wgsl"));
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defer shader_module.release();
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const color_target = opt.color_target_state orelse gpu.ColorTargetState{
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.format = core.descriptor.format,
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.blend = &blend_state,
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.write_mask = gpu.ColorWriteMaskFlags.all,
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};
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const fragment = opt.fragment_state orelse gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "fragMain",
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.targets = &.{color_target},
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});
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
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const pipeline_layout = opt.pipeline_layout orelse device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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}));
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defer pipeline_layout.release();
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const render_pipeline = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "fragMain",
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.targets = &.{color_target},
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});
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.entry_point = "vertMain",
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},
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});
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const bind_group_layouts = [_]*gpu.BindGroupLayout{bind_group_layout};
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const pipeline_layout = opt.pipeline_layout orelse device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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.bind_group_layouts = &bind_group_layouts,
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}));
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defer pipeline_layout.release();
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const render_pipeline = device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
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.fragment = &fragment,
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.layout = pipeline_layout,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "vertMain",
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},
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});
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pipeline.value_ptr.* = Pipeline{
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.render = render_pipeline,
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.texture_sampler = texture_sampler,
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.texture = opt.texture,
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.texture2 = opt.texture2,
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.texture3 = opt.texture3,
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.texture4 = opt.texture4,
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.bind_group = bind_group,
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.uniforms = uniforms,
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.num_sprites = 0,
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.transforms = transforms,
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.uv_transforms = uv_transforms,
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.sizes = sizes,
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};
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pipeline.value_ptr.reference();
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}
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pipeline.value_ptr.* = Pipeline{
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.render = render_pipeline,
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.texture_sampler = texture_sampler,
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.texture = opt.texture,
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.texture2 = opt.texture2,
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.texture3 = opt.texture3,
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.texture4 = opt.texture4,
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.bind_group = bind_group,
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.uniforms = uniforms,
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.num_sprites = 0,
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.transforms = transforms,
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.uv_transforms = uv_transforms,
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.sizes = sizes,
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};
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pipeline.value_ptr.reference();
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fn updated(
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engine: *Engine.Mod,
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sprite_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = sprite_mod.state.pipelines.getPtr(pipeline_id).?;
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const device = engine.state.device;
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// TODO: make sure these entities only belong to the given pipeline
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// we need a better tagging mechanism
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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.{ .mach_gfx_sprite = &.{
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.uv_transform,
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.transform,
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.size,
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.pipeline,
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} },
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} });
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const encoder = device.createCommandEncoder(null);
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defer encoder.release();
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pipeline.num_sprites = 0;
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var transforms_offset: usize = 0;
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var uv_transforms_offset: usize = 0;
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var sizes_offset: usize = 0;
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while (archetypes_iter.next()) |archetype| {
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const transforms = archetype.slice(.mach_gfx_sprite, .transform);
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const uv_transforms = archetype.slice(.mach_gfx_sprite, .uv_transform);
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const sizes = archetype.slice(.mach_gfx_sprite, .size);
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// TODO: confirm the lifetime of these slices is OK for writeBuffer, how long do they need
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// to live?
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encoder.writeBuffer(pipeline.transforms, transforms_offset, transforms);
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encoder.writeBuffer(pipeline.uv_transforms, uv_transforms_offset, uv_transforms);
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encoder.writeBuffer(pipeline.sizes, sizes_offset, sizes);
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transforms_offset += transforms.len;
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uv_transforms_offset += uv_transforms.len;
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sizes_offset += sizes.len;
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pipeline.num_sprites += @intCast(transforms.len);
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}
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pub fn updated(
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engine: *Engine.Mod,
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sprite_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = sprite_mod.state.pipelines.getPtr(pipeline_id).?;
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const device = engine.state.device;
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var command = encoder.finish(null);
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defer command.release();
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// TODO: make sure these entities only belong to the given pipeline
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// we need a better tagging mechanism
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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.{ .mach_gfx_sprite = &.{
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.uv_transform,
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.transform,
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.size,
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.pipeline,
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} },
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} });
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engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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const encoder = device.createCommandEncoder(null);
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defer encoder.release();
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fn preRender(
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engine: *Engine.Mod,
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sprite_mod: *Mod,
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pipeline_id: u32,
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) !void {
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const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
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pipeline.num_sprites = 0;
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var transforms_offset: usize = 0;
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var uv_transforms_offset: usize = 0;
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var sizes_offset: usize = 0;
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while (archetypes_iter.next()) |archetype| {
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const transforms = archetype.slice(.mach_gfx_sprite, .transform);
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const uv_transforms = archetype.slice(.mach_gfx_sprite, .uv_transform);
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const sizes = archetype.slice(.mach_gfx_sprite, .size);
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// Update uniform buffer
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const proj = Mat4x4.projection2D(.{
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.left = -@as(f32, @floatFromInt(core.size().width)) / 2,
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.right = @as(f32, @floatFromInt(core.size().width)) / 2,
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.bottom = -@as(f32, @floatFromInt(core.size().height)) / 2,
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.top = @as(f32, @floatFromInt(core.size().height)) / 2,
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.near = -0.1,
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.far = 100000,
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});
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const uniforms = Uniforms{
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.view_projection = proj,
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// TODO: dimensions of other textures, number of textures present
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.texture_size = vec2(
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@as(f32, @floatFromInt(pipeline.texture.getWidth())),
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@as(f32, @floatFromInt(pipeline.texture.getHeight())),
|
||||
),
|
||||
};
|
||||
|
||||
// TODO: confirm the lifetime of these slices is OK for writeBuffer, how long do they need
|
||||
// to live?
|
||||
encoder.writeBuffer(pipeline.transforms, transforms_offset, transforms);
|
||||
encoder.writeBuffer(pipeline.uv_transforms, uv_transforms_offset, uv_transforms);
|
||||
encoder.writeBuffer(pipeline.sizes, sizes_offset, sizes);
|
||||
engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
|
||||
}
|
||||
|
||||
transforms_offset += transforms.len;
|
||||
uv_transforms_offset += uv_transforms.len;
|
||||
sizes_offset += sizes.len;
|
||||
pipeline.num_sprites += @intCast(transforms.len);
|
||||
}
|
||||
fn render(
|
||||
engine: *Engine.Mod,
|
||||
sprite_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
|
||||
|
||||
var command = encoder.finish(null);
|
||||
defer command.release();
|
||||
|
||||
engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
}
|
||||
|
||||
pub fn preRender(
|
||||
engine: *Engine.Mod,
|
||||
sprite_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
|
||||
|
||||
// Update uniform buffer
|
||||
const proj = Mat4x4.projection2D(.{
|
||||
.left = -@as(f32, @floatFromInt(core.size().width)) / 2,
|
||||
.right = @as(f32, @floatFromInt(core.size().width)) / 2,
|
||||
.bottom = -@as(f32, @floatFromInt(core.size().height)) / 2,
|
||||
.top = @as(f32, @floatFromInt(core.size().height)) / 2,
|
||||
.near = -0.1,
|
||||
.far = 100000,
|
||||
});
|
||||
const uniforms = Uniforms{
|
||||
.view_projection = proj,
|
||||
// TODO: dimensions of other textures, number of textures present
|
||||
.texture_size = vec2(
|
||||
@as(f32, @floatFromInt(pipeline.texture.getWidth())),
|
||||
@as(f32, @floatFromInt(pipeline.texture.getHeight())),
|
||||
),
|
||||
};
|
||||
|
||||
engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
engine: *Engine.Mod,
|
||||
sprite_mod: *Mod,
|
||||
pipeline_id: u32,
|
||||
) !void {
|
||||
const pipeline = sprite_mod.state.pipelines.get(pipeline_id).?;
|
||||
|
||||
// Draw the sprite batch
|
||||
const pass = engine.state.pass;
|
||||
const total_vertices = pipeline.num_sprites * 6;
|
||||
pass.setPipeline(pipeline.render);
|
||||
// TODO: remove dynamic offsets?
|
||||
pass.setBindGroup(0, pipeline.bind_group, &.{});
|
||||
pass.draw(total_vertices, 1, 0, 0);
|
||||
}
|
||||
};
|
||||
// Draw the sprite batch
|
||||
const pass = engine.state.pass;
|
||||
const total_vertices = pipeline.num_sprites * 6;
|
||||
pass.setPipeline(pipeline.render);
|
||||
// TODO: remove dynamic offsets?
|
||||
pass.setBindGroup(0, pipeline.bind_group, &.{});
|
||||
pass.draw(total_vertices, 1, 0, 0);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue