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WIP: Start on rendering paths
Co-Authored-By: Max Brunsfeld <max@zed.dev>
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1 changed files with 17 additions and 0 deletions
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@ -31,6 +31,7 @@ pub struct Renderer {
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sprite_pipeline_state: metal::RenderPipelineState,
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unit_vertices: metal::Buffer,
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instances: metal::Buffer,
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paths_texture: metal::Texture,
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}
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impl Renderer {
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@ -61,6 +62,13 @@ impl Renderer {
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MTLResourceOptions::StorageModeManaged,
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);
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let paths_texture_size = vec2f(2048., 2048.);
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let descriptor = metal::TextureDescriptor::new();
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descriptor.set_pixel_format(metal::MTLPixelFormat::A8Unorm);
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descriptor.set_width(paths_texture_size.x() as u64);
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descriptor.set_height(paths_texture_size.y() as u64);
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let paths_texture = device.new_texture(&descriptor);
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let atlas_size: Vector2I = vec2i(1024, 768);
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Ok(Self {
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sprite_cache: SpriteCache::new(device.clone(), atlas_size, fonts),
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@ -303,6 +311,15 @@ impl Renderer {
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);
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}
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fn render_paths(
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&mut self,
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scene: &Scene,
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layer: &Layer,
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offset: &mut usize,
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ctx: &RenderContext,
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) {
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}
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fn render_sprites(
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&mut self,
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scene: &Scene,
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