Made terrain its own struct

This commit is contained in:
Lorenzo Torres 2025-08-14 14:52:48 +02:00
parent c0b8d021d4
commit 1475fd2101
6 changed files with 93 additions and 26 deletions

View file

@ -6,6 +6,7 @@ const Input = ecs.Input;
pub fn render(pool: *ecs.Pool) anyerror!void {
var renderer = pool.resources.renderer;
const camera = pool.resources.camera;
const terrain = pool.resources.terrain;
const now = try std.time.Instant.now();
const delta_time: f32 = @as(f32, @floatFromInt(now.since(renderer.previous_time))) / @as(f32, 1_000_000_000.0);
@ -21,7 +22,7 @@ pub fn render(pool: *ecs.Pool) anyerror!void {
renderer.setLightCount(2);
try renderer.beginTerrain();
renderer.device.drawTerrain(@as(u32, @intCast(renderer.terrain_index.size/@sizeOf(u32))), renderer.current_frame, renderer.terrain_vertex, renderer.terrain_index);
renderer.device.drawTerrain(@as(u32, @intCast(terrain.index_buffer.size/@sizeOf(u32))), renderer.current_frame, terrain.vertex_buffer, terrain.index_buffer);
try renderer.beginGraphics();
for (renderer.transforms.items, 0..) |transform, i| {