change adapter anytype -> *mach.Engine

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2023-08-20 16:17:40 -07:00
parent 2ab8b6543a
commit ad17aa940b
5 changed files with 72 additions and 53 deletions

View file

@ -2,6 +2,7 @@ const std = @import("std");
const core = @import("core");
const gpu = core.gpu;
const ecs = @import("ecs");
const Engine = @import("../engine.zig").Engine;
const math = @import("../math.zig");
const mat = math.mat;
@ -52,9 +53,9 @@ const Uniforms = extern struct {
texture_size: Vec2 align(16),
};
pub fn machSprite2DInit(adapter: anytype) !void {
var mach = adapter.mod(.mach);
var sprite2d = adapter.mod(.mach_sprite2d);
pub fn machSprite2DInit(eng: *Engine) !void {
var mach = eng.mod(.mach);
var sprite2d = eng.mod(.mach_sprite2d);
const device = mach.state().device;
const uniform_buffer = device.createBuffer(&.{
@ -70,7 +71,7 @@ pub fn machSprite2DInit(adapter: anytype) !void {
.min_filter = .nearest,
});
const sprite_buffer_cap = 1024 * 128; // TODO: allow user to specify preallocation
const sprite_buffer_cap = 1024 * 256; // TODO: allow user to specify preallocation
const sprite_transforms = device.createBuffer(&.{
.usage = .{ .storage = true, .copy_dst = true },
.size = @sizeOf(Mat4x4) * sprite_buffer_cap,
@ -156,8 +157,8 @@ pub fn machSprite2DInit(adapter: anytype) !void {
shader_module.release();
}
pub fn deinit(adapter: anytype) !void {
var sprite2d = adapter.mod(.mach_sprite2d);
pub fn deinit(eng: *Engine) !void {
var sprite2d = eng.mod(.mach_sprite2d);
sprite2d.state().texture.release();
sprite2d.state().pipeline.release();
@ -169,9 +170,9 @@ pub fn deinit(adapter: anytype) !void {
sprite2d.state().sprite_sizes.release();
}
pub fn tick(adapter: anytype) !void {
var mach = adapter.mod(.mach);
var sprite2d = adapter.mod(.mach_sprite2d);
pub fn tick(eng: *Engine) !void {
var mach = eng.mod(.mach);
var sprite2d = eng.mod(.mach_sprite2d);
const device = mach.state().device;
// Begin our render pass
@ -204,7 +205,7 @@ pub fn tick(adapter: anytype) !void {
encoder.writeBuffer(sprite2d.state().uniform_buffer, 0, &[_]Uniforms{uniforms});
// Synchronize entity data into our GPU sprite buffer
var archetypes_iter = adapter.entities.query(.{ .all = &.{
var archetypes_iter = eng.entities.query(.{ .all = &.{
.{ .mach_sprite2d = &.{
.uv_transform,
.transform,
@ -213,20 +214,20 @@ pub fn tick(adapter: anytype) !void {
} });
// TODO: eliminate these
var sprite_transforms = try std.ArrayListUnmanaged(Mat4x4).initCapacity(adapter.allocator, 1000);
defer sprite_transforms.deinit(adapter.allocator);
var sprite_uv_transforms = try std.ArrayListUnmanaged(Mat3x3).initCapacity(adapter.allocator, 1000);
defer sprite_uv_transforms.deinit(adapter.allocator);
var sprite_sizes = try std.ArrayListUnmanaged(Vec2).initCapacity(adapter.allocator, 1000);
defer sprite_sizes.deinit(adapter.allocator);
var sprite_transforms = try std.ArrayListUnmanaged(Mat4x4).initCapacity(eng.allocator, 1000);
defer sprite_transforms.deinit(eng.allocator);
var sprite_uv_transforms = try std.ArrayListUnmanaged(Mat3x3).initCapacity(eng.allocator, 1000);
defer sprite_uv_transforms.deinit(eng.allocator);
var sprite_sizes = try std.ArrayListUnmanaged(Vec2).initCapacity(eng.allocator, 1000);
defer sprite_sizes.deinit(eng.allocator);
while (archetypes_iter.next()) |archetype| {
var transforms = archetype.slice(.mach_sprite2d, .transform);
var uv_transforms = archetype.slice(.mach_sprite2d, .uv_transform);
var sizes = archetype.slice(.mach_sprite2d, .size);
for (transforms, uv_transforms, sizes) |transform, uv_transform, size| {
try sprite_transforms.append(adapter.allocator, transform);
try sprite_uv_transforms.append(adapter.allocator, uv_transform);
try sprite_sizes.append(adapter.allocator, size);
try sprite_transforms.append(eng.allocator, transform);
try sprite_uv_transforms.append(eng.allocator, uv_transform);
try sprite_sizes.append(eng.allocator, size);
}
}
const total_vertices = @as(u32, @intCast(sprite_sizes.items.len * 6));