remove vertex and index buffer from world shader

This commit is contained in:
Sven Balzer 2026-05-01 19:27:57 +02:00
parent 7cb6dbc3e6
commit fa9190b0e5
2 changed files with 15 additions and 34 deletions

View File

@ -1037,34 +1037,15 @@ static bool recreate_graphics_pipelines() {
WGPUShaderModule world_shader = wgpuDeviceCreateShaderModule(device, &world_shader_descriptor);
WGPUVertexAttribute vertex_buffer_attributes[] = {
{
.format = WGPUVertexFormat_Float32x3,
.offset = offsetof(Vertex, pos),
.shaderLocation = 0,
},
{
.format = WGPUVertexFormat_Float32x2,
.offset = offsetof(Vertex, uv),
.shaderLocation = 1,
},
};
WGPUVertexAttribute instance_buffer_attributes[] = {
{
.format = WGPUVertexFormat_Uint32,
.offset = 0,
.shaderLocation = 2,
.shaderLocation = 0,
},
};
WGPUVertexBufferLayout vertex_buffer_layouts[] = {
{
.stepMode = WGPUVertexStepMode_Vertex,
.arrayStride = sizeof(Vertex),
.attributeCount = SDL_arraysize(vertex_buffer_attributes),
.attributes = vertex_buffer_attributes,
},
{
.stepMode = WGPUVertexStepMode_Instance,
.arrayStride = sizeof(Uint32),
@ -2111,11 +2092,9 @@ static void render_editor(WGPURenderPassColorAttachment framebuffer) {
{ // Draw Map
ZoneScopedN("Draw Map");
wgpuRenderPassEncoderSetPipeline(render_pass_encoder, world_render_pipeline);
wgpuRenderPassEncoderSetIndexBuffer(render_pass_encoder, index_buffer, WGPUIndexFormat_Uint16, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, vertex_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 1, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 1, world_bind_group, 0, NULL);
wgpuRenderPassEncoderDrawIndexed(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0, 0);
wgpuRenderPassEncoderDraw(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0);
}
if (show_grid) { // Draw Grid
@ -2280,11 +2259,9 @@ static void render_game(WGPURenderPassColorAttachment framebuffer) {
{ // Draw Map
ZoneScopedN("Draw Map");
wgpuRenderPassEncoderSetPipeline(render_pass_encoder, world_render_pipeline);
wgpuRenderPassEncoderSetIndexBuffer(render_pass_encoder, index_buffer, WGPUIndexFormat_Uint16, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, vertex_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 1, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(render_pass_encoder, 0, current_map.gpu_buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(render_pass_encoder, 1, world_bind_group, 0, NULL);
wgpuRenderPassEncoderDrawIndexed(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0, 0);
wgpuRenderPassEncoderDraw(render_pass_encoder, 6, current_map.size.y * current_map.size.x, 0, 0);
}
{ // Draw Player

View File

@ -2,13 +2,10 @@ struct VertexShaderInput {
// Per Vertex
@builtin(vertex_index) vertex_index: u32,
@location(0) pos: vec3<f32>,
@location(1) uv: vec2<f32>,
// Per Instance
@builtin(instance_index) instance_index: u32,
@location(2) tile: u32,
@location(0) tile: u32,
};
struct VertexShaderOutput {
@ -37,10 +34,17 @@ struct Per_Frame_Data {
var output: VertexShaderOutput;
let tile_pos = vec2<f32>(f32(input.instance_index % per_frame.map_width), f32(input.instance_index / per_frame.map_width)) - vec2<f32>(0.5, 0.5);
switch (input.vertex_index) {
case 0: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
case 1: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 1); }
case 2: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
case 3: { output.pos = vec4<f32>(tile_pos + vec2<f32>(-0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(0, 0); }
case 4: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, -0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 1); }
case 5: { output.pos = vec4<f32>(tile_pos + vec2<f32>( 0.5, 0.5), 0, 1) * view_projection_matrix; output.uv = vec2<f32>(1, 0); }
default: {}
}
output.tile = input.tile;
output.pos = vec4<f32>(tile_pos + input.pos.xy, 0, 1) * view_projection_matrix;
output.uv = input.uv;
return output;
}