separate shader uniforms structures

This commit is contained in:
2024-08-18 01:20:19 +10:00
parent f7255c473c
commit 94ed59055a
3 changed files with 31 additions and 27 deletions

View File

@ -321,9 +321,7 @@ public class Renderer {
encoder.setRenderPipelineState(pso)
encoder.setDepthStencilState(depthStencilState)
encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
encoder.setVertexBuffer(vtxBuffer,
offset: 0,
index: ShaderInputIdx.vertices.rawValue)
encoder.setVertexBuffer(vtxBuffer, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
self._encoder = encoder
frameFunc(self)
@ -342,31 +340,30 @@ public class Renderer {
func batch(instances: [Instance], camera: Camera) {
assert(self._encoder != nil, "batch can't be called outside of a frame being rendered")
assert(instances.count < 52)
assert(instances.count < 28)
var uniforms = ShaderUniforms(
projView: camera.viewProjection,
directionalLight: normalize(.init(0.75, -1, 0.5)))
let instances = instances.map { (instance: Instance) -> ShaderInstance in
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
var fragUniforms = FragmentShaderUniforms(directionalLight: normalize(.init(0.75, -1, 0.5)))
let instances = instances.map { (instance: Instance) -> VertexShaderInstance in
let model =
.translate(instance.position) *
matrix_float4x4(instance.rotation) *
.scale(instance.scale)
return ShaderInstance(
return VertexShaderInstance(
model: model, normalModel: model.inverse.transpose,
color: SIMD4(Color<UInt8>(instance.color)))
}
// Ideal as long as our uniforms total 4 KB or less
self._encoder.setVertexBytes(instances,
length: instances.count * MemoryLayout<ShaderInstance>.stride,
index: ShaderInputIdx.instance.rawValue)
self._encoder.setVertexBytes(&uniforms,
length: MemoryLayout<ShaderUniforms>.stride,
index: ShaderInputIdx.uniforms.rawValue)
self._encoder.setFragmentBytes(&uniforms,
length: MemoryLayout<ShaderUniforms>.stride,
index: ShaderInputIdx.uniforms.rawValue)
length: instances.count * MemoryLayout<VertexShaderInstance>.stride,
index: VertexShaderInputIdx.instance.rawValue)
self._encoder.setVertexBytes(&vertUniforms,
length: MemoryLayout<VertexShaderUniforms>.stride,
index: VertexShaderInputIdx.uniforms.rawValue)
self._encoder.setFragmentBytes(&fragUniforms,
length: MemoryLayout<FragmentShaderUniforms>.stride,
index: FragmentShaderInputIdx.uniforms.rawValue)
self._encoder.drawIndexedPrimitives(
type: .triangle,