gfx2d: update to latest mach-ecs API
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
d01834a919
commit
945f69428a
1 changed files with 27 additions and 27 deletions
|
|
@ -54,9 +54,9 @@ const Uniforms = extern struct {
|
|||
};
|
||||
|
||||
pub fn machSprite2DInit(eng: *Engine) !void {
|
||||
var mach = eng.mod(.mach);
|
||||
var sprite2d = eng.mod(.mach_sprite2d);
|
||||
const device = mach.state().device;
|
||||
var mach = &eng.mod.mach;
|
||||
var sprite2d = &eng.mod.mach_sprite2d;
|
||||
const device = mach.state.device;
|
||||
|
||||
const uniform_buffer = device.createBuffer(&.{
|
||||
.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(3, sprite_sizes, 0, @sizeOf(Vec2) * sprite_buffer_cap),
|
||||
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_sizes = sprite_sizes,
|
||||
.texture_size = Vec2{
|
||||
@as(f32, @floatFromInt(sprite2d.state().texture.getWidth())),
|
||||
@as(f32, @floatFromInt(sprite2d.state().texture.getHeight())),
|
||||
@as(f32, @floatFromInt(sprite2d.state.texture.getWidth())),
|
||||
@as(f32, @floatFromInt(sprite2d.state.texture.getHeight())),
|
||||
},
|
||||
.texture = sprite2d.state().texture,
|
||||
.texture = sprite2d.state.texture,
|
||||
});
|
||||
shader_module.release();
|
||||
}
|
||||
|
||||
pub fn deinit(eng: *Engine) !void {
|
||||
var sprite2d = eng.mod(.mach_sprite2d);
|
||||
var sprite2d = &eng.mod.mach_sprite2d;
|
||||
|
||||
sprite2d.state().texture.release();
|
||||
sprite2d.state().pipeline.release();
|
||||
sprite2d.state().queue.release();
|
||||
sprite2d.state().bind_group.release();
|
||||
sprite2d.state().uniform_buffer.release();
|
||||
sprite2d.state().sprite_transforms.release();
|
||||
sprite2d.state().sprite_uv_transforms.release();
|
||||
sprite2d.state().sprite_sizes.release();
|
||||
sprite2d.state.texture.release();
|
||||
sprite2d.state.pipeline.release();
|
||||
sprite2d.state.queue.release();
|
||||
sprite2d.state.bind_group.release();
|
||||
sprite2d.state.uniform_buffer.release();
|
||||
sprite2d.state.sprite_transforms.release();
|
||||
sprite2d.state.sprite_uv_transforms.release();
|
||||
sprite2d.state.sprite_sizes.release();
|
||||
}
|
||||
|
||||
pub fn tick(eng: *Engine) !void {
|
||||
var mach = eng.mod(.mach);
|
||||
var sprite2d = eng.mod(.mach_sprite2d);
|
||||
const device = mach.state().device;
|
||||
var mach = &eng.mod.mach;
|
||||
var sprite2d = &eng.mod.mach_sprite2d;
|
||||
const device = mach.state.device;
|
||||
|
||||
// Begin our render pass
|
||||
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
|
||||
|
|
@ -200,9 +200,9 @@ pub fn tick(eng: *Engine) !void {
|
|||
);
|
||||
const uniforms = Uniforms{
|
||||
.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
|
||||
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));
|
||||
if (sprite_transforms.items.len > 0) {
|
||||
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_sizes, 0, sprite_sizes.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_sizes, 0, sprite_sizes.items);
|
||||
}
|
||||
|
||||
// Draw the sprite batch
|
||||
const pass = encoder.beginRenderPass(&render_pass_info);
|
||||
pass.setPipeline(sprite2d.state().pipeline);
|
||||
pass.setPipeline(sprite2d.state.pipeline);
|
||||
// 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.end();
|
||||
pass.release();
|
||||
|
|
@ -249,7 +249,7 @@ pub fn tick(eng: *Engine) !void {
|
|||
var command = encoder.finish(null);
|
||||
encoder.release();
|
||||
|
||||
sprite2d.state().queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
sprite2d.state.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
command.release();
|
||||
core.swap_chain.present();
|
||||
back_buffer_view.release();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue