gfx2d: update to latest mach-ecs API

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2023-08-22 08:54:42 -07:00
parent d01834a919
commit 945f69428a

View file

@ -54,9 +54,9 @@ const Uniforms = extern struct {
}; };
pub fn machSprite2DInit(eng: *Engine) !void { pub fn machSprite2DInit(eng: *Engine) !void {
var mach = eng.mod(.mach); var mach = &eng.mod.mach;
var sprite2d = eng.mod(.mach_sprite2d); var sprite2d = &eng.mod.mach_sprite2d;
const device = mach.state().device; const device = mach.state.device;
const uniform_buffer = device.createBuffer(&.{ const uniform_buffer = device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true }, .usage = .{ .copy_dst = true, .uniform = true },
@ -109,7 +109,7 @@ pub fn machSprite2DInit(eng: *Engine) !void {
gpu.BindGroup.Entry.buffer(2, sprite_uv_transforms, 0, @sizeOf(Mat3x3) * sprite_buffer_cap), gpu.BindGroup.Entry.buffer(2, sprite_uv_transforms, 0, @sizeOf(Mat3x3) * sprite_buffer_cap),
gpu.BindGroup.Entry.buffer(3, sprite_sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap), gpu.BindGroup.Entry.buffer(3, sprite_sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap),
gpu.BindGroup.Entry.sampler(4, texture_sampler), gpu.BindGroup.Entry.sampler(4, texture_sampler),
gpu.BindGroup.Entry.textureView(5, sprite2d.state().texture.createView(&gpu.TextureView.Descriptor{})), gpu.BindGroup.Entry.textureView(5, sprite2d.state.texture.createView(&gpu.TextureView.Descriptor{})),
}, },
}), }),
); );
@ -149,31 +149,31 @@ pub fn machSprite2DInit(eng: *Engine) !void {
.sprite_uv_transforms = sprite_uv_transforms, .sprite_uv_transforms = sprite_uv_transforms,
.sprite_sizes = sprite_sizes, .sprite_sizes = sprite_sizes,
.texture_size = Vec2{ .texture_size = Vec2{
@as(f32, @floatFromInt(sprite2d.state().texture.getWidth())), @as(f32, @floatFromInt(sprite2d.state.texture.getWidth())),
@as(f32, @floatFromInt(sprite2d.state().texture.getHeight())), @as(f32, @floatFromInt(sprite2d.state.texture.getHeight())),
}, },
.texture = sprite2d.state().texture, .texture = sprite2d.state.texture,
}); });
shader_module.release(); shader_module.release();
} }
pub fn deinit(eng: *Engine) !void { pub fn deinit(eng: *Engine) !void {
var sprite2d = eng.mod(.mach_sprite2d); var sprite2d = &eng.mod.mach_sprite2d;
sprite2d.state().texture.release(); sprite2d.state.texture.release();
sprite2d.state().pipeline.release(); sprite2d.state.pipeline.release();
sprite2d.state().queue.release(); sprite2d.state.queue.release();
sprite2d.state().bind_group.release(); sprite2d.state.bind_group.release();
sprite2d.state().uniform_buffer.release(); sprite2d.state.uniform_buffer.release();
sprite2d.state().sprite_transforms.release(); sprite2d.state.sprite_transforms.release();
sprite2d.state().sprite_uv_transforms.release(); sprite2d.state.sprite_uv_transforms.release();
sprite2d.state().sprite_sizes.release(); sprite2d.state.sprite_sizes.release();
} }
pub fn tick(eng: *Engine) !void { pub fn tick(eng: *Engine) !void {
var mach = eng.mod(.mach); var mach = &eng.mod.mach;
var sprite2d = eng.mod(.mach_sprite2d); var sprite2d = &eng.mod.mach_sprite2d;
const device = mach.state().device; const device = mach.state.device;
// Begin our render pass // Begin our render pass
const back_buffer_view = core.swap_chain.getCurrentTextureView().?; const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
@ -200,9 +200,9 @@ pub fn tick(eng: *Engine) !void {
); );
const uniforms = Uniforms{ const uniforms = Uniforms{
.view_projection = ortho, .view_projection = ortho,
.texture_size = sprite2d.state().texture_size, .texture_size = sprite2d.state.texture_size,
}; };
encoder.writeBuffer(sprite2d.state().uniform_buffer, 0, &[_]Uniforms{uniforms}); encoder.writeBuffer(sprite2d.state.uniform_buffer, 0, &[_]Uniforms{uniforms});
// Synchronize entity data into our GPU sprite buffer // Synchronize entity data into our GPU sprite buffer
var archetypes_iter = eng.entities.query(.{ .all = &.{ var archetypes_iter = eng.entities.query(.{ .all = &.{
@ -232,16 +232,16 @@ pub fn tick(eng: *Engine) !void {
} }
const total_vertices = @as(u32, @intCast(sprite_sizes.items.len * 6)); const total_vertices = @as(u32, @intCast(sprite_sizes.items.len * 6));
if (sprite_transforms.items.len > 0) { if (sprite_transforms.items.len > 0) {
encoder.writeBuffer(sprite2d.state().sprite_transforms, 0, sprite_transforms.items); encoder.writeBuffer(sprite2d.state.sprite_transforms, 0, sprite_transforms.items);
encoder.writeBuffer(sprite2d.state().sprite_uv_transforms, 0, sprite_uv_transforms.items); encoder.writeBuffer(sprite2d.state.sprite_uv_transforms, 0, sprite_uv_transforms.items);
encoder.writeBuffer(sprite2d.state().sprite_sizes, 0, sprite_sizes.items); encoder.writeBuffer(sprite2d.state.sprite_sizes, 0, sprite_sizes.items);
} }
// Draw the sprite batch // Draw the sprite batch
const pass = encoder.beginRenderPass(&render_pass_info); const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(sprite2d.state().pipeline); pass.setPipeline(sprite2d.state.pipeline);
// TODO: remove dynamic offsets? // TODO: remove dynamic offsets?
pass.setBindGroup(0, sprite2d.state().bind_group, &.{}); pass.setBindGroup(0, sprite2d.state.bind_group, &.{});
pass.draw(total_vertices, 1, 0, 0); pass.draw(total_vertices, 1, 0, 0);
pass.end(); pass.end();
pass.release(); pass.release();
@ -249,7 +249,7 @@ pub fn tick(eng: *Engine) !void {
var command = encoder.finish(null); var command = encoder.finish(null);
encoder.release(); encoder.release();
sprite2d.state().queue.submit(&[_]*gpu.CommandBuffer{command}); sprite2d.state.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release(); command.release();
core.swap_chain.present(); core.swap_chain.present();
back_buffer_view.release(); back_buffer_view.release();