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
+5 -28
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