WIP: Start on rendering paths

Co-Authored-By: Max Brunsfeld <max@zed.dev>
This commit is contained in:
Antonio Scandurra 2021-03-29 19:51:25 +02:00
parent d3d251a9ce
commit 6222150688

View file

@ -31,6 +31,7 @@ pub struct Renderer {
sprite_pipeline_state: metal::RenderPipelineState,
unit_vertices: metal::Buffer,
instances: metal::Buffer,
paths_texture: metal::Texture,
}
impl Renderer {
@ -61,6 +62,13 @@ impl Renderer {
MTLResourceOptions::StorageModeManaged,
);
let paths_texture_size = vec2f(2048., 2048.);
let descriptor = metal::TextureDescriptor::new();
descriptor.set_pixel_format(metal::MTLPixelFormat::A8Unorm);
descriptor.set_width(paths_texture_size.x() as u64);
descriptor.set_height(paths_texture_size.y() as u64);
let paths_texture = device.new_texture(&descriptor);
let atlas_size: Vector2I = vec2i(1024, 768);
Ok(Self {
sprite_cache: SpriteCache::new(device.clone(), atlas_size, fonts),
@ -303,6 +311,15 @@ impl Renderer {
);
}
fn render_paths(
&mut self,
scene: &Scene,
layer: &Layer,
offset: &mut usize,
ctx: &RenderContext,
) {
}
fn render_sprites(
&mut self,
scene: &Scene,