Made terrain its own struct
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c0b8d021d4
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1475fd2101
6 changed files with 93 additions and 26 deletions
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@ -6,6 +6,7 @@ const Input = ecs.Input;
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pub fn render(pool: *ecs.Pool) anyerror!void {
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var renderer = pool.resources.renderer;
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const camera = pool.resources.camera;
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const terrain = pool.resources.terrain;
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const now = try std.time.Instant.now();
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const delta_time: f32 = @as(f32, @floatFromInt(now.since(renderer.previous_time))) / @as(f32, 1_000_000_000.0);
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@ -21,7 +22,7 @@ pub fn render(pool: *ecs.Pool) anyerror!void {
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renderer.setLightCount(2);
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try renderer.beginTerrain();
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renderer.device.drawTerrain(@as(u32, @intCast(renderer.terrain_index.size/@sizeOf(u32))), renderer.current_frame, renderer.terrain_vertex, renderer.terrain_index);
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renderer.device.drawTerrain(@as(u32, @intCast(terrain.index_buffer.size/@sizeOf(u32))), renderer.current_frame, terrain.vertex_buffer, terrain.index_buffer);
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try renderer.beginGraphics();
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for (renderer.transforms.items, 0..) |transform, i| {
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