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fdf1c4d338
Author | SHA1 | Date |
---|---|---|
SeanOMik | fdf1c4d338 | |
SeanOMik | 9d6d51af83 |
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@ -2,7 +2,7 @@ use std::sync::Arc;
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use base64::Engine;
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use crate::{ResourceLoader, LoaderError, Mesh, Model, MeshVertexAttribute, VertexAttributeData, Resource, Material, PbrRoughness};
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use crate::{ResourceLoader, LoaderError, Mesh, Model, MeshVertexAttribute, VertexAttributeData, Resource, Material, ResHandle};
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impl From<gltf::Error> for LoaderError {
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fn from(value: gltf::Error) -> Self {
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@ -73,7 +73,9 @@ impl ModelLoader {
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new_mesh.indices = Some(indices);
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}
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prim.material().
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let mat = materials.get(prim.material().index().unwrap()).unwrap();
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new_mesh.set_material(mat.clone());
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//prim.material().
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meshes.push(new_mesh);
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}
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@ -113,13 +115,7 @@ impl ResourceLoader for ModelLoader {
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// Load the materials
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let materials: Vec<Material> = gltf.materials()
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.map(|mat| Material {
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double_sided: mat.double_sided(),
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name: mat.name().map(|s| s.to_string()),
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shader_uuid: None,
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pbr: Some(PbrRoughness::from(mat.pbr_metallic_roughness())),
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texture: None
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}).collect();
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.map(|mat| Material::from(mat)).collect();
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let meshes: Vec<Mesh> = scene.nodes()
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.map(|node| self.process_node(&buffers, &materials, node))
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@ -146,12 +142,14 @@ mod tests {
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let loader = ModelLoader::default();
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let model = loader.load(&path).unwrap();
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let model = Arc::downcast::<Model>(model.as_arc_any()).unwrap();
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let model = Arc::downcast::<Resource<Model>>(model.as_arc_any()).unwrap();
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let model = model.data.as_ref().unwrap();
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assert_eq!(model.meshes.len(), 1); // There should only be 1 mesh
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let mesh = &model.meshes[0];
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assert!(mesh.position().unwrap().len() > 0);
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assert!(mesh.normals().unwrap().len() > 0);
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assert!(mesh.tex_coords().unwrap().len() > 0);
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assert!(mesh.indices.clone().unwrap().len() > 0);
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let _mesh_mat = mesh.material(); // inner panic if material was not loaded
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}
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}
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@ -37,6 +37,16 @@ pub struct PbrGlossiness {
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// pub glossiness_texture // TODO
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}
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impl From<gltf::material::PbrSpecularGlossiness<'_>> for PbrGlossiness {
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fn from(value: gltf::material::PbrSpecularGlossiness) -> Self {
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PbrGlossiness {
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diffuse_color: value.diffuse_factor(),
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specular: value.specular_factor(),
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glossiness: value.glossiness_factor()
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}
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}
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}
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#[derive(Clone, Default)]
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pub struct Material {
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pub shader_uuid: Option<u64>,
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@ -49,3 +59,20 @@ pub struct Material {
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pub texture: Option<ResHandle<Texture>>,
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}
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impl From<gltf::Material<'_>> for Material {
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fn from(value: gltf::Material) -> Self {
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Material {
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name: value.name()
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.map(|s| s.to_string()),
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double_sided: value.double_sided(),
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pbr_roughness: value.pbr_metallic_roughness().into(),
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pbr_glossiness: value.pbr_specular_glossiness()
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.map(|o| o.into()),
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alpha_cutoff: value.alpha_cutoff(),
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alpha_mode: value.alpha_mode(),
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shader_uuid: None,
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texture: None,
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}
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}
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}
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@ -46,7 +46,7 @@ pub enum MeshVertexAttribute {
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pub struct Mesh {
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pub attributes: HashMap<MeshVertexAttribute, VertexAttributeData>,
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pub indices: Option<Vec<u32>>,
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material: Option<ResHandle<Material>>,
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material: Option<Material>,
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}
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impl Mesh {
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@ -76,9 +76,13 @@ impl Mesh {
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.map(|p| p.as_vec2())
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}
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pub fn material(&self) -> ResHandle<Material> {
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pub fn material(&self) -> Material {
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self.material.clone().expect("This mesh is missing a material!")
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}
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pub fn set_material(&mut self, val: Material) {
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self.material = Some(val);
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}
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}
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#[derive(Clone, Default)]
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@ -1,18 +1,16 @@
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use edict::Component;
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use crate::render::{vertex::Vertex, mesh::Mesh, material::Material};
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use lyra_resource::Mesh;
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#[derive(Clone, Component)]
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pub struct MeshComponent {
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pub mesh: Mesh,
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pub material: Material,
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}
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impl MeshComponent {
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pub fn new(mesh: Mesh, material: Material) -> Self {
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pub fn new(mesh: Mesh) -> Self {
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Self {
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mesh,
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material
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}
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}
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}
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@ -1,22 +1,22 @@
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use crate::assets::{Model, Resource};
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use lyra_resource::ResHandle;
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use std::sync::Arc;
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use crate::assets::Model;
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#[derive(Clone, edict::Component)]
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pub struct ModelComponent(pub Arc<Resource<Model>>);
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pub struct ModelComponent(pub ResHandle<Model>);
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impl From<Arc<Resource<Model>>> for ModelComponent {
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fn from(value: Arc<Resource<Model>>) -> Self {
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impl From<ResHandle<Model>> for ModelComponent {
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fn from(value: ResHandle<Model>) -> Self {
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ModelComponent(value)
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}
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}
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/* impl From<Arc<Resource<Model>> for ModelComponent {
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/* impl From<ResHandle<Model> for ModelComponent {
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} */
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impl std::ops::Deref for ModelComponent {
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type Target = Arc<Resource<Model>>;
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type Target = ResHandle<Model>;
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fn deref(&self) -> &Self::Target {
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&self.0
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@ -2,11 +2,11 @@ use edict::EntityId;
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use crate::math::Transform;
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use super::{mesh::Mesh, material::Material};
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//use super::mesh::Mesh;
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use lyra_resource::Mesh;
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pub struct RenderJob {
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mesh: Mesh,
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material: Material,
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entity: EntityId,
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transform: Transform,
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@ -14,10 +14,9 @@ pub struct RenderJob {
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}
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impl RenderJob {
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pub fn new(mesh: Mesh, material: Material, entity: EntityId, transform: Transform, last_transform: Option<Transform>) -> Self {
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pub fn new(mesh: Mesh, entity: EntityId, transform: Transform, last_transform: Option<Transform>) -> Self {
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Self {
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mesh,
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material,
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entity,
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transform,
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last_transform,
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@ -28,10 +27,6 @@ impl RenderJob {
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&self.mesh
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}
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pub fn material(&self)-> &Material {
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&self.material
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}
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pub fn entity(&self)-> EntityId {
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self.entity
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}
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@ -5,30 +5,25 @@ use std::num::NonZeroU64;
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use std::sync::Arc;
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use std::borrow::Cow;
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use aligned_vec::AVec;
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use async_std::sync::Mutex;
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use async_trait::async_trait;
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use atomicell::{AtomicCell, RefMut};
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use edict::query::EpochOf;
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use edict::{EntityId, Entities};
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use glam::Mat4;
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use glam::Vec3;
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use tracing::{debug, warn};
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use wgpu::{BindGroup, BindGroupLayout, Limits, BufferBinding};
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use wgpu::{BindGroup, BindGroupLayout, Limits};
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use wgpu::util::DeviceExt;
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use winit::window::Window;
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use crate::ecs::components::camera::CameraComponent;
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use crate::ecs::components::mesh::MeshComponent;
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use crate::ecs::components::model::ModelComponent;
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use crate::ecs::components::transform::TransformComponent;
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use crate::math::{Transform, Angle};
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use crate::resources;
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use super::camera::RenderCamera;
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use super::desc_buf_lay::DescVertexBufferLayout;
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use super::texture::RenderTexture;
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use super::vertex::Vertex;
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use super::{render_pipeline::FullRenderPipeline, render_buffer::BufferStorage, render_job::RenderJob, mesh::Mesh};
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use super::{render_pipeline::FullRenderPipeline, render_buffer::BufferStorage, render_job::RenderJob};
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use lyra_resource::Mesh;
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pub trait Renderer {
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fn prepare(&mut self, main_world: &mut edict::World);
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@ -36,7 +31,7 @@ pub trait Renderer {
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fn on_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>);
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fn surface_size(&self) -> winit::dpi::PhysicalSize<u32>;
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fn add_render_pipeline(&mut self, shader_id: u32, pipeline: Arc<FullRenderPipeline>);
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fn add_render_pipeline(&mut self, shader_id: u64, pipeline: Arc<FullRenderPipeline>);
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}
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struct RenderBufferStorage {
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@ -145,7 +140,7 @@ pub struct BasicRenderer {
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pub clear_color: wgpu::Color,
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pub render_pipelines: HashMap<u32, Arc<FullRenderPipeline>>,
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pub render_pipelines: HashMap<u64, Arc<FullRenderPipeline>>,
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pub render_jobs: VecDeque<RenderJob>,
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buffer_storage: HashMap<EntityId, RenderBufferStorage>, // TODO: clean up left over buffers from deleted entities/components
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@ -391,13 +386,13 @@ impl BasicRenderer {
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}
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// TODO: minimize how often model buffers are updated by checking if they changed
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fn update_model_buffers(&mut self, entity: EntityId, model: &MeshComponent) {
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fn update_mesh_buffers(&mut self, entity: EntityId, mesh: &Mesh) {
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if let Some(buffers) = self.buffer_storage.get_mut(&entity) {
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// check if the buffer sizes dont match. If they dont, completely remake the buffers
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let vertices = &model.mesh.vertices;
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let vertices = mesh.position().unwrap();
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if buffers.buffer_vertex.count() != vertices.len() {
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drop(buffers);
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let (vert, idx) = self.create_vertex_index_buffers(&model.mesh);
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let (vert, idx) = self.create_vertex_index_buffers(mesh);
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// have to re-get buffers because of borrow checker
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let buffers = self.buffer_storage.get_mut(&entity).unwrap();
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@ -411,14 +406,14 @@ impl BasicRenderer {
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let vertex_buffer = buffers.buffer_vertex.buffer();
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let vertices = vertices.as_slice();
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// align the vertices to 4 bytes (u32 is 4 bytes, which is wgpu::COPY_BUFFER_ALIGNMENT)
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let (_, vertices, _) = bytemuck::pod_align_to::<Vertex, u32>(vertices);
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let (_, vertices, _) = bytemuck::pod_align_to::<Vec3, u32>(vertices);
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self.queue.write_buffer(&vertex_buffer, 0, bytemuck::cast_slice(&vertices));
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// update the indices if they're given
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if let Some(index_buffer) = buffers.buffer_indices.as_ref() {
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let index_buffer = index_buffer.buffer();
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let indices = model.mesh.indices.as_ref().unwrap().as_slice();
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let (_, indices, _) = bytemuck::pod_align_to::<u16, u32>(indices);
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let indices = mesh.indices.as_ref().unwrap().as_slice();
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let (_, indices, _) = bytemuck::pod_align_to::<u32, u32>(indices); // TODO: Don't force indicies into u32
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self.queue.write_buffer(index_buffer, 0, bytemuck::cast_slice(&indices));
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}
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@ -426,14 +421,15 @@ impl BasicRenderer {
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}
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fn create_vertex_index_buffers(&mut self, mesh: &Mesh) -> (BufferStorage, Option<BufferStorage>) {
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let vertices = mesh.position().unwrap();
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let vertex_buffer = self.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(mesh.vertices.as_slice()),
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contents: bytemuck::cast_slice(vertices.as_slice()),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages:: COPY_DST,
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}
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);
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let vertex_buffer = BufferStorage::new(vertex_buffer, 0, mesh.vertices.len());
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let vertex_buffer = BufferStorage::new(vertex_buffer, 0, vertices.len());
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let buffer_indices = match mesh.indices.as_ref() {
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Some(indices) => {
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@ -457,63 +453,66 @@ impl BasicRenderer {
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( vertex_buffer, buffer_indices )
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}
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fn create_model_buffers(&mut self, model: &MeshComponent, transform_indices: TransformBufferIndices) -> RenderBufferStorage {
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let mesh = &model.mesh;
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fn create_mesh_buffers(&mut self, mesh: &Mesh, transform_indices: TransformBufferIndices) -> RenderBufferStorage {
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let (vertex_buffer, buffer_indices) = self.create_vertex_index_buffers(mesh);
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let model_texture = &model.material.texture;
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let image = &model_texture.data.as_ref().unwrap().image;
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let diffuse_texture = RenderTexture::from_image(&self.device, &self.queue, image, None).unwrap();
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let (diffuse_layout, diffuse_bindgroup) = if let Some(model_texture) = &mesh.material().texture {
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let image = &model_texture.data.as_ref().unwrap().image;
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let diffuse_texture = RenderTexture::from_image(&self.device, &self.queue, image, None).unwrap();
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let texture_bind_group_layout =
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self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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let texture_bind_group_layout =
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self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group = self.device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(diffuse_texture.view()),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(diffuse_texture.sampler()),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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let diffuse_bind_group = self.device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
|
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entries: &[
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wgpu::BindGroupEntry {
|
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binding: 0,
|
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resource: wgpu::BindingResource::TextureView(diffuse_texture.view()),
|
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},
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wgpu::BindGroupEntry {
|
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binding: 1,
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resource: wgpu::BindingResource::Sampler(diffuse_texture.sampler()),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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(Some(texture_bind_group_layout), Some(diffuse_bind_group))
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} else {
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(None, None)
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};
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RenderBufferStorage {
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buffer_vertex: vertex_buffer,
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buffer_indices,
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render_texture: None,
|
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texture_layout: None,
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texture_bindgroup: Some(diffuse_bind_group),
|
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texture_layout: diffuse_layout,
|
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texture_bindgroup: diffuse_bindgroup,
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transform_index: transform_indices
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}
|
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}
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|
@ -561,9 +560,13 @@ impl Renderer for BasicRenderer {
|
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|
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let mut alive_entities = HashSet::new();
|
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|
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for (entity, model, model_epoch, transform) in main_world.query::<(Entities, &MeshComponent, EpochOf<MeshComponent>, &TransformComponent)>().iter() {
|
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for (entity, model, model_epoch, transform) in main_world.query::<(Entities, &ModelComponent, EpochOf<ModelComponent>, &TransformComponent)>().iter() {
|
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debug!("Collecting model things");
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let model = model.data.as_ref().unwrap().as_ref();
|
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let model_mesh = model.meshes.first().unwrap();
|
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|
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// Create the render job and push it to the queue
|
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let job = RenderJob::new(model.mesh.clone(), model.material.clone(), entity, transform.transform, None);
|
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let job = RenderJob::new(model_mesh.clone(), entity, transform.transform, None);
|
||||
self.render_jobs.push_back(job);
|
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|
||||
alive_entities.insert(entity);
|
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|
@ -579,7 +582,7 @@ impl Renderer for BasicRenderer {
|
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entity, transform.transform.calculate_mat4());
|
||||
|
||||
// create the mesh's buffers
|
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let buffers = self.create_model_buffers(model, indices);
|
||||
let buffers = self.create_mesh_buffers(model_mesh, indices);
|
||||
self.buffer_storage.insert(entity, buffers);
|
||||
} else {
|
||||
// update entity transforms
|
||||
|
@ -588,11 +591,15 @@ impl Renderer for BasicRenderer {
|
|||
|
||||
// if the model was updated, update its buffers
|
||||
if model_epoch == last_epoch {
|
||||
self.update_model_buffers(entity, model);
|
||||
self.update_mesh_buffers(entity, model_mesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (entity, mesh, mesh_epoch, transform) in main_world.query::<(Entities, &MeshComponent, EpochOf<MeshComponent>, &TransformComponent)>().iter() {
|
||||
debug!("TODO: Process MeshComponents"); // TODO: Process MeshComponents
|
||||
}
|
||||
|
||||
// collect dead entities
|
||||
self.transform_buffers.tick();
|
||||
|
||||
|
@ -642,9 +649,11 @@ impl Renderer for BasicRenderer {
|
|||
}),
|
||||
});
|
||||
|
||||
debug!("Executing {} render jobs", self.render_jobs.len());
|
||||
|
||||
// Pop off jobs from the queue as they're being processed
|
||||
while let Some(job) = self.render_jobs.pop_front() {
|
||||
if let Some(pipeline) = self.render_pipelines.get(&job.material().shader_id) {
|
||||
if let Some(pipeline) = self.render_pipelines.get(&job.mesh().material().shader_uuid.unwrap_or(0)) {
|
||||
// specify to use this pipeline
|
||||
render_pass.set_pipeline(pipeline.get_wgpu_pipeline());
|
||||
|
||||
|
@ -674,11 +683,13 @@ impl Renderer for BasicRenderer {
|
|||
render_pass.set_index_buffer(indices.buffer().slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..indices_len, 0, 0..1);
|
||||
} else {
|
||||
let vertices = mesh.position().unwrap();
|
||||
|
||||
render_pass.set_vertex_buffer(buffers.buffer_vertex.slot(), buffers.buffer_vertex.buffer().slice(..));
|
||||
render_pass.draw(0..mesh.vertices.len() as u32, 0..1);
|
||||
render_pass.draw(0..vertices.len() as u32, 0..1);
|
||||
}
|
||||
} else {
|
||||
warn!("Failure to find RenderPipeline with shader id of '{}'!", job.material().shader_id);
|
||||
warn!("Failure to find RenderPipeline with shader id of '{}'!", job.mesh().material().shader_uuid.unwrap_or(0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -706,7 +717,7 @@ impl Renderer for BasicRenderer {
|
|||
self.size
|
||||
}
|
||||
|
||||
fn add_render_pipeline(&mut self, shader_id: u32, pipeline: Arc<FullRenderPipeline>) {
|
||||
fn add_render_pipeline(&mut self, shader_id: u64, pipeline: Arc<FullRenderPipeline>) {
|
||||
self.render_pipelines.insert(shader_id, pipeline);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue