gfx2d: redesign Sprite2D
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
b83b71e2b2
commit
45cbfcf7b6
2 changed files with 174 additions and 118 deletions
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@ -12,18 +12,8 @@ const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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/// Public state
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texture: *gpu.Texture,
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/// Internal state
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pipeline: *gpu.RenderPipeline,
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queue: *gpu.Queue,
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bind_group: *gpu.BindGroup,
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uniform_buffer: *gpu.Buffer,
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sprite_transforms: *gpu.Buffer,
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sprite_uv_transforms: *gpu.Buffer,
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sprite_sizes: *gpu.Buffer,
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texture_size: Vec2,
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pipelines: std.AutoArrayHashMapUnmanaged(u32, Pipeline),
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pub const name = .engine_sprite2d;
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@ -59,43 +49,112 @@ const Uniforms = extern struct {
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texture_size: Vec2 align(16),
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};
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const Pipeline = struct {
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render: *gpu.RenderPipeline,
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texture_sampler: *gpu.Sampler,
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texture: *gpu.Texture,
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texture2: ?*gpu.Texture,
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texture3: ?*gpu.Texture,
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texture4: ?*gpu.Texture,
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bind_group: *gpu.BindGroup,
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uniforms: *gpu.Buffer,
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// Storage buffers
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num_sprites: u32,
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transforms: *gpu.Buffer,
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uv_transforms: *gpu.Buffer,
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sizes: *gpu.Buffer,
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pub fn deinit(p: *Pipeline) void {
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p.render.release();
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p.texture_sampler.release();
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p.texture.release();
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if (p.texture2) |tex| tex.release();
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if (p.texture3) |tex| tex.release();
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if (p.texture4) |tex| tex.release();
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p.bind_group.release();
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p.uniforms.release();
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p.transforms.release();
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p.uv_transforms.release();
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p.sizes.release();
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}
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};
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pub const PipelineOptions = struct {
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pipeline: u32,
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/// Shader program to use when rendering.
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shader: ?*gpu.ShaderModule = null,
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/// Whether to use linear (blurry) or nearest (pixelated) upscaling/downscaling.
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texture_sampler: ?*gpu.Sampler = null,
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/// Textures to use when rendering. The default shader can handle one texture.
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texture: *gpu.Texture,
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texture2: ?*gpu.Texture = null,
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texture3: ?*gpu.Texture = null,
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texture4: ?*gpu.Texture = null,
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/// Alpha and color blending options.
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blend_state: ?gpu.BlendState = null,
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/// Pipeline overrides, these can be used to e.g. pass additional things to your shader program.
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bind_group_layout: ?*gpu.BindGroupLayout = null,
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bind_group: ?*gpu.BindGroup = null,
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color_target_state: ?gpu.ColorTargetState = null,
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fragment_state: ?gpu.FragmentState = null,
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pipeline_layout: ?*gpu.PipelineLayout = null,
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};
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pub fn engineSprite2dInit(
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sprite2d: *mach.Mod(.engine_sprite2d),
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) !void {
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sprite2d.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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pub fn engineSprite2dInitPipeline(
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engine: *mach.Mod(.engine),
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sprite2d: *mach.Mod(.engine_sprite2d),
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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 uniform_buffer = 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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// Create a sampler with linear filtering for smooth interpolation.
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const queue = device.getQueue();
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const texture_sampler = 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 pipeline = try sprite2d.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 * 256; // TODO: allow user to specify preallocation
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const sprite_transforms = device.createBuffer(&.{
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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 sprite_uv_transforms = device.createBuffer(&.{
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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 sprite_sizes = device.createBuffer(&.{
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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 bind_group_layout = device.createBindGroupLayout(
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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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@ -104,25 +163,41 @@ pub fn engineSprite2dInit(
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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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var bind_group = device.createBindGroup(
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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, uniform_buffer, 0, @sizeOf(Uniforms)),
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gpu.BindGroup.Entry.buffer(1, sprite_transforms, 0, @sizeOf(Mat4x4) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(2, sprite_uv_transforms, 0, @sizeOf(Mat3x3) * sprite_buffer_cap),
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gpu.BindGroup.Entry.buffer(3, sprite_sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap),
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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, sprite2d.state.texture.createView(&gpu.TextureView.Descriptor{})),
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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 shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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const blend = gpu.BlendState{
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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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@ -134,64 +209,62 @@ pub fn engineSprite2dInit(
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.dst_factor = .zero,
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},
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};
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const color_target = gpu.ColorTargetState{
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const shader_module = opt.shader orelse device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.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,
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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 = gpu.FragmentState.init(.{
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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 = "frag_main",
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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 = device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
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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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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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defer pipeline_layout.release();
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const render = 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 = "vertex_main",
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.entry_point = "vertMain",
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},
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};
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});
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sprite2d.state = .{
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.pipeline = device.createRenderPipeline(&pipeline_descriptor),
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.queue = queue,
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pipeline.value_ptr.* = Pipeline{
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.render = render,
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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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.uniform_buffer = uniform_buffer,
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.sprite_transforms = sprite_transforms,
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.sprite_uv_transforms = sprite_uv_transforms,
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.sprite_sizes = sprite_sizes,
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.texture_size = vec2(
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@as(f32, @floatFromInt(sprite2d.state.texture.getWidth())),
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@as(f32, @floatFromInt(sprite2d.state.texture.getHeight())),
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),
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.texture = sprite2d.state.texture,
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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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shader_module.release();
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}
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pub fn deinit(sprite2d: *mach.Mod(.engine_sprite2d)) !void {
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sprite2d.state.texture.release();
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sprite2d.state.pipeline.release();
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sprite2d.state.queue.release();
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sprite2d.state.bind_group.release();
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sprite2d.state.uniform_buffer.release();
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sprite2d.state.sprite_transforms.release();
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sprite2d.state.sprite_uv_transforms.release();
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sprite2d.state.sprite_sizes.release();
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for (sprite2d.state.pipelines.entries.items(.value)) |*pipeline| pipeline.deinit();
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sprite2d.state.pipelines.deinit(sprite2d.allocator);
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}
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pub fn engineSprite2dUpdated(
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engine: *mach.Mod(.engine),
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sprite2d: *mach.Mod(.engine_sprite2d),
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pipeline: u32,
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pipeline_id: u32,
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) !void {
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_ = pipeline;
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const pipeline = sprite2d.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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@ -206,6 +279,9 @@ pub fn engineSprite2dUpdated(
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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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@ -214,40 +290,30 @@ pub fn engineSprite2dUpdated(
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var uv_transforms = archetype.slice(.engine_sprite2d, .uv_transform);
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var sizes = archetype.slice(.engine_sprite2d, .size);
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encoder.writeBuffer(sprite2d.state.sprite_transforms, transforms_offset, transforms);
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encoder.writeBuffer(sprite2d.state.sprite_uv_transforms, uv_transforms_offset, uv_transforms);
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encoder.writeBuffer(sprite2d.state.sprite_sizes, sizes_offset, sizes);
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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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var command = encoder.finish(null);
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encoder.release();
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sprite2d.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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defer command.release();
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engine.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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}
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pub fn tick(
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pub fn engineSprite2dPreRender(
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engine: *mach.Mod(.engine),
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sprite2d: *mach.Mod(.engine_sprite2d),
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pipeline_id: u32,
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) !void {
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const device = engine.state.device;
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// Begin our render pass
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.clear_value = gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 },
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.load_op = .clear,
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.store_op = .store,
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};
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const encoder = device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassDescriptor.init(.{
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.color_attachments = &.{color_attachment},
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});
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const pipeline = sprite2d.state.pipelines.get(pipeline_id).?;
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// Update uniform buffer
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const ortho = Mat4x4.ortho(
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@ -260,38 +326,28 @@ pub fn tick(
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);
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const uniforms = Uniforms{
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.view_projection = ortho,
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.texture_size = sprite2d.state.texture_size,
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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())),
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),
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};
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encoder.writeBuffer(sprite2d.state.uniform_buffer, 0, &[_]Uniforms{uniforms});
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// Calculate number of vertices
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// TODO: eliminate this
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var total_vertices: u32 = 0;
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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.{ .engine_sprite2d = &.{
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.pipeline,
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} },
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} });
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while (archetypes_iter.next()) |archetype| {
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total_vertices += 6;
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var pipelines = archetype.slice(.engine_sprite2d, .pipeline);
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for (pipelines) |_| total_vertices += 6;
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}
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engine.state.encoder.writeBuffer(pipeline.uniforms, 0, &[_]Uniforms{uniforms});
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}
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pub fn engineSprite2dRender(
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engine: *mach.Mod(.engine),
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sprite2d: *mach.Mod(.engine_sprite2d),
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pipeline_id: u32,
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) !void {
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const pipeline = sprite2d.state.pipelines.get(pipeline_id).?;
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// Draw the sprite batch
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const pass = encoder.beginRenderPass(&render_pass_info);
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pass.setPipeline(sprite2d.state.pipeline);
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const pass = engine.state.pass;
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const total_vertices = pipeline.num_sprites * 6;
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pass.setPipeline(pipeline.render);
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// TODO: remove dynamic offsets?
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pass.setBindGroup(0, sprite2d.state.bind_group, &.{});
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pass.setBindGroup(0, pipeline.bind_group, &.{});
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pass.draw(total_vertices, 1, 0, 0);
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pass.end();
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pass.release();
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var command = encoder.finish(null);
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encoder.release();
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sprite2d.state.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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core.swap_chain.present();
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back_buffer_view.release();
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}
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@ -31,7 +31,7 @@ struct Uniforms {
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@group(0) @binding(3) var<storage, read> sprite_sizes: array<vec2<f32>>;
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@vertex
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||||
fn vertex_main(
|
||||
fn vertMain(
|
||||
@builtin(vertex_index) VertexIndex : u32
|
||||
) -> VertexOutput {
|
||||
// Our vertex shader will be called six times per sprite (2 triangles make up a sprite, so six
|
||||
|
|
@ -91,7 +91,7 @@ fn vertex_main(
|
|||
@group(0) @binding(5) var spriteTexture: texture_2d<f32>;
|
||||
|
||||
@fragment
|
||||
fn frag_main(
|
||||
fn fragMain(
|
||||
@location(0) fragUV: vec2<f32>
|
||||
) -> @location(0) vec4<f32> {
|
||||
var c = textureSample(spriteTexture, spriteSampler, fragUV);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue