feat: added simple_text example

This commit is contained in:
lisk77 2025-05-03 21:56:56 +02:00
parent d4a1bde4dc
commit 05249f2a6d
6 changed files with 85 additions and 296 deletions

View file

@ -1,13 +1,13 @@
use std::any::{type_name, Any};
use std::sync::Arc;
use comet_ecs::{Camera2D, Component, Entity, Render2D, Scene, Transform2D, Transform3D};
use comet_ecs::{Camera2D, Color, Component, Entity, Render2D, Scene, Text, Transform2D, Transform3D};
use winit::{
event::*,
event_loop::EventLoop,
window::{Icon, Window},
};
use comet_colors::{Color, LinearRgba};
use comet_colors::{Color as ColorTrait, LinearRgba};
use comet_log::*;
use winit::dpi::LogicalSize;
use winit_input_helper::WinitInputHelper as InputManager;
@ -66,7 +66,7 @@ impl App {
self
}
pub fn with_clear_color(mut self, clear_color: impl Color) -> Self {
pub fn with_clear_color(mut self, clear_color: impl ColorTrait) -> Self {
self.clear_color = Some(clear_color.to_linear());
self
}
@ -82,7 +82,8 @@ impl App {
info!("Creating 2D app!");
self.scene.register_component::<Transform2D>();
self.scene.register_component::<Render2D>();
self.scene.register_component::<Camera2D>()
self.scene.register_component::<Camera2D>();
self.scene.register_component::<Text>();
},
ApplicationType::App3D => {
info!("Creating 3D app!");

View file

@ -15,4 +15,5 @@ cgmath = "0.18"
wgpu = { version = "22.0", features = ["glsl", "wgsl", "naga-ir"]}
winit = { version = "0.29", features = ["rwh_05"] }
chrono = "0.4.40"
pollster = "0.3"
pollster = "0.3"
image = "0.24"

View file

@ -3,7 +3,6 @@ use std::path::PathBuf;
use std::sync::Arc;
use std::time::Instant;
use wgpu::BufferUsages;
use wgpu::core::command::DrawKind::Draw;
use wgpu::naga::ShaderStage;
use wgpu::util::DeviceExt;
use winit::dpi::PhysicalSize;
@ -11,14 +10,11 @@ use winit::window::Window;
use comet_colors::Color;
use comet_ecs::{Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene, Text};
use comet_log::*;
use comet_math::{p2, p3, v2, v3};
use comet_math::{p2, v2, v3};
use comet_resources::{graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
use comet_resources::texture_atlas::TextureRegion;
use comet_structs::ComponentSet;
use crate::camera::{RenderCamera, CameraUniform};
use crate::draw_info::DrawInfo;
use crate::render_pass::{RenderPassInfo, RenderPassType};
use crate::renderer::Renderer;
use crate::{renderer::Renderer, draw_info::DrawInfo, camera::{RenderCamera, CameraUniform}};
pub struct Renderer2D<'a> {
surface: wgpu::Surface<'a>,
@ -26,16 +22,13 @@ pub struct Renderer2D<'a> {
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: PhysicalSize<u32>,
render_pipeline_layout: wgpu::PipelineLayout,
universal_render_pipeline: wgpu::RenderPipeline,
texture_bind_group_layout: wgpu::BindGroupLayout,
dummy_texture_bind_group: wgpu::BindGroup,
texture_sampler: wgpu::Sampler,
camera: RenderCamera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
render_pass: Vec<RenderPassInfo>,
draw_info: Vec<DrawInfo>,
graphic_resource_manager: GraphicResourceManager,
delta_time: f32,
@ -93,16 +86,12 @@ impl<'a> Renderer2D<'a> {
};
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
label: Some("Universal Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("base2d.wgsl").into()),
});
let graphic_resource_manager = GraphicResourceManager::new();
let diffuse_bytes = include_bytes!(r"../../../resources/textures/comet_icon.png");
let diffuse_texture =
Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
@ -123,7 +112,7 @@ impl<'a> Renderer2D<'a> {
count: None,
},
],
label: Some("texture_bind_group_layout"),
label: Some("Universal Texture Bind Group Layout"),
});
let camera = RenderCamera::new(1.0, v2::new(2.0, 2.0), v3::new(0.0, 0.0, 0.0));
@ -149,7 +138,7 @@ impl<'a> Renderer2D<'a> {
},
count: None,
}],
label: Some("camera_bind_group_layout"),
label: Some("Universal Camera Bind Group Layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
@ -158,12 +147,12 @@ impl<'a> Renderer2D<'a> {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
label: Some("Universal Camera Bind Group"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
label: Some("Universal Render Pipeline Layout"),
bind_group_layouts: &[
&texture_bind_group_layout,
&camera_bind_group_layout,
@ -172,7 +161,7 @@ impl<'a> Renderer2D<'a> {
});
let universal_render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
label: Some("Universal Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
@ -220,16 +209,6 @@ impl<'a> Renderer2D<'a> {
cache: None,
});
let mut render_pass: Vec<RenderPassInfo> = Vec::new();
/*render_pass.push(RenderPassInfo::new_engine_pass(
&device,
"Standard Render Pass".to_string(),
&texture_bind_group_layout,
&diffuse_texture,
vec![],
vec![],
));*/
let clear_color = match clear_color {
Some(color) => color.to_wgpu(),
None => wgpu::Color {
@ -254,38 +233,19 @@ impl<'a> Renderer2D<'a> {
border_color: None,
..Default::default()
});
let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Empty Texture"),
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
});
let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&empty_texture.create_view(&wgpu::TextureViewDescriptor::default())),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&texture_sampler),
},
],
label: Some("dummy_texture_bind_group"),
});
let mut draw_info: Vec<DrawInfo> = Vec::new();
draw_info.push(
DrawInfo::new(
"Universal Draw".to_string(),
&device,
&Texture::from_image(&device, &queue, &image::DynamicImage::new(1, 1, image::ColorType::Rgba8), None, false).unwrap(),
&texture_bind_group_layout,
&texture_sampler,
vec![],
vec![],
)
);
Self {
surface,
@ -293,16 +253,13 @@ impl<'a> Renderer2D<'a> {
queue,
config,
size,
render_pipeline_layout,
universal_render_pipeline,
texture_bind_group_layout,
dummy_texture_bind_group,
texture_sampler,
camera,
camera_uniform,
camera_buffer,
camera_bind_group,
render_pass,
draw_info,
graphic_resource_manager,
delta_time: 0.0,
@ -325,28 +282,12 @@ impl<'a> Renderer2D<'a> {
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
//self.projection.resize(new_size.width, new_size.height);
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
pub fn add_render_pass(&mut self, name: String, texture: Texture, shader: String) {
let render_pass = RenderPassInfo::new_user_pass(
&self.device,
name,
&self.texture_bind_group_layout,
&texture,
self.graphic_resource_manager.get_shader(shader.as_str()).unwrap(),
vec![],
vec![],
&self.render_pipeline_layout,
&self.config
);
self.render_pass.push(render_pass);
}
pub fn add_draw_call(&mut self, draw_call: String, texture: Texture) {
let draw_info = DrawInfo::new(
@ -361,12 +302,13 @@ impl<'a> Renderer2D<'a> {
self.draw_info.push(draw_info);
}
/// A function that loads a shader from the resources/shaders folder given the full name of the shader file.
/// A function that loads a shader from the resources/shaders dir given the full name of the shader file.
pub fn load_shader(&mut self, file_name: &str, shader_stage: Option<ShaderStage>) {
self.graphic_resource_manager.load_shader(shader_stage, ((Self::get_project_root().unwrap().as_os_str().to_str().unwrap().to_string() + "\\resources\\shaders\\").as_str().to_string() + file_name.clone()).as_str(), &self.device).unwrap();
self.graphic_resource_manager.load_shader(shader_stage, ((Self::get_project_root().unwrap().as_os_str().to_str().unwrap().to_string() + "/resources/shaders/").as_str().to_string() + file_name).as_str(), &self.device).unwrap();
info!("Shader ({}) loaded successfully", file_name);
}
/// A function that loads a list of shaders from the given filenames out of the resources/shaders dir
pub fn load_shaders(&mut self, shader_stages: Vec<Option<ShaderStage>>, file_names: Vec<&str>) {
for (i, file_name) in file_names.iter().enumerate() {
self.load_shader(file_name, shader_stages[i].clone());
@ -383,8 +325,6 @@ impl<'a> Renderer2D<'a> {
return;
}
};
self.render_pass[0].set_shader(&self.device, &self.config, &self.render_pipeline_layout, module);
}
/// A function to revert back to the base shader of the `Renderer2D`
@ -392,6 +332,7 @@ impl<'a> Renderer2D<'a> {
todo!()
}
/// A function to load a TTF font from the specified path
pub fn load_font(&mut self, path: &str, size: f32) {
self.graphic_resource_manager.load_font(path, size);
let atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == path).unwrap().glyphs().atlas();
@ -416,6 +357,7 @@ impl<'a> Renderer2D<'a> {
self.graphic_resource_manager.texture_atlas().textures().get(&texture_path)
}
/// A function to get the `TextureRegion` of a specified glyph
pub fn get_glyph_region(&self, glyph: char, font: String) -> &TextureRegion {
let font_atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap();
font_atlas.get_glyph(glyph).unwrap()
@ -425,18 +367,7 @@ impl<'a> Renderer2D<'a> {
/// The old texture atlas will be replaced with the new one.
pub fn set_texture_atlas_by_paths(&mut self, paths: Vec<String>) {
self.graphic_resource_manager.create_texture_atlas(paths);
let universal_draw = DrawInfo::new(
"Universal Draw".to_string(),
&self.device,
&Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap(),
&self.texture_bind_group_layout,
&self.texture_sampler,
vec![],
vec![],
);
self.draw_info.push(universal_draw);
//self.render_pass[0].set_texture(&self.device, &self.texture_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
self.draw_info[0].set_texture(&self.device, &self.texture_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
}
fn set_texture_atlas(&mut self, texture_atlas: Texture) {
@ -445,17 +376,6 @@ impl<'a> Renderer2D<'a> {
&self.texture_bind_group_layout,
&texture_atlas,
);
/*self.render_pass[0].set_texture(
&self.device,
&self.texture_bind_group_layout,
&Texture::from_image(
&self.device,
&self.queue,
&texture_atlas.to_image(&self.device, &self.queue).unwrap(),
None,
false
).unwrap()
);*/
}
fn get_project_root() -> std::io::Result<PathBuf> {
@ -490,102 +410,9 @@ impl<'a> Renderer2D<'a> {
fn set_buffers(&mut self, new_geometry_buffer: Vec<Vertex>, new_index_buffer: Vec<u16>) {
self.draw_info[0].update_vertex_buffer(&self.device, &self.queue, new_geometry_buffer);
self.draw_info[0].update_index_buffer(&self.device, &self.queue, new_index_buffer);
//self.render_pass[0].set_vertex_buffer(&self.device, &self.queue, new_geometry_buffer);
//self.render_pass[0].set_index_buffer(&self.device, &self.queue, new_index_buffer);
}
/// A function that adds data to the already existing geometry and index buffers of the `Renderer2D`.
fn push_to_buffers(&mut self, new_geometry_data: &mut Vec<Vertex>, new_index_buffer: &mut Vec<u16>) {
self.render_pass[0].push_to_vertex_buffer(&self.device, new_geometry_data);
self.render_pass[0].push_to_index_buffer(&self.device, new_index_buffer);
}
/// A function that clears the geometry and index buffers of the `Renderer2D`.
fn clear_buffers(&mut self) {
todo!()
}
/// A function to just draw a textured quad at a given position.
pub fn draw_texture_at(&mut self, texture_path: String, position: p3) {
let region = self.graphic_resource_manager.texture_locations().get(&texture_path).unwrap();
let (dim_x, dim_y) = region.dimensions();
let (bound_x, bound_y) =
((dim_x as f32/ self.config.width as f32) * 0.5, (dim_y as f32/ self.config.height as f32) * 0.5);
let vertices: &mut Vec<Vertex> = &mut vec![
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0 + position.z()], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0] )
];
let buffer_size = self.render_pass[0].vertex_data().len() as u16;
let indices: &mut Vec<u16> = &mut vec![
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
];
self.push_to_buffers(vertices, indices)
}
/// A function to draw text at a given position.
pub fn draw_text_at(&mut self, text: &str, font: String, size: f32, position: p2, color: impl Color) {
//self.set_font_atlas(font.clone());
let wgpu_color = color.to_wgpu();
let vert_color = [wgpu_color.r as f32, wgpu_color.g as f32, wgpu_color.b as f32, wgpu_color.a as f32];
let screen_position = p2::new(position.x()/self.config.width as f32, position.y()/self.config.height as f32);
let scale_factor = size / self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().size();
let line_height = (self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().line_height() / self.config.height as f32) * scale_factor;
let lines = text.split("\n").collect::<Vec<&str>>();
let mut x_offset = 0.0;
let mut y_offset = 0.0;
for line in lines {
for c in line.chars() {
let region = self.get_glyph_region(c, font.clone());
let (dim_x, dim_y) = region.dimensions();
let w = (dim_x as f32 / self.config.width as f32) * scale_factor;
let h = (dim_y as f32 / self.config.height as f32) * scale_factor;
let offset_x_px = (region.offset_x() / self.config.width as f32) * scale_factor;
let offset_y_px = (region.offset_y() / self.config.height as f32) * scale_factor;
let glyph_left = screen_position.x() + x_offset + offset_x_px;
let glyph_top = screen_position.y() - offset_y_px - y_offset;
let glyph_right = glyph_left + w;
let glyph_bottom = glyph_top - h;
let vertices: &mut Vec<Vertex> = &mut vec![
Vertex::new([ glyph_left, glyph_top, 0.0 ], [region.u0(), region.v0()], vert_color),
Vertex::new([ glyph_left, glyph_bottom, 0.0 ], [region.u0(), region.v1()], vert_color),
Vertex::new([ glyph_right, glyph_bottom, 0.0 ], [region.u1(), region.v1()], vert_color),
Vertex::new([ glyph_right, glyph_top, 0.0 ], [region.u1(), region.v0()], vert_color),
];
let buffer_size = self.render_pass[1].vertex_data().len() as u16;
let indices: &mut Vec<u16> = &mut vec![
buffer_size, buffer_size + 1, buffer_size + 3,
buffer_size + 1, buffer_size + 2, buffer_size + 3,
];
x_offset += (region.advance() / self.config.width as f32) * scale_factor;
self.push_to_buffers(vertices, indices);
}
y_offset += line_height;
x_offset = 0.0;
}
}
fn add_text_to_buffers(&self, draw_index: usize, text: String, font: String, size: f32, position: p2, color: wgpu::Color) -> (Vec<Vertex>, Vec<u16>) {
fn add_text_to_buffers(&self, text: String, font: String, size: f32, position: p2, color: wgpu::Color) -> (Vec<Vertex>, Vec<u16>) {
let vert_color = [color.r as f32, color.g as f32, color.b as f32, color.a as f32];
let screen_position = p2::new(position.x()/self.config.width as f32, position.y()/self.config.height as f32);
@ -686,7 +513,7 @@ impl<'a> Renderer2D<'a> {
camera_uniform.update_view_proj(&camera);
let camera_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
label: Some("Universal Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
@ -703,7 +530,7 @@ impl<'a> Renderer2D<'a> {
},
count: None,
}],
label: Some("camera_bind_group_layout"),
label: Some("Universal Camera Bind Group Layout"),
});
let camera_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
@ -712,7 +539,7 @@ impl<'a> Renderer2D<'a> {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
label: Some("Universal Camera Bind Group"),
});
self.camera = camera;
@ -748,6 +575,7 @@ impl<'a> Renderer2D<'a> {
let mut position = transform_component.position().clone();
position.set_x(position.x() / self.config().width as f32);
position.set_y(position.y() / self.config().height as f32);
let mut t_region: Option<&TextureRegion> = None;
match self.get_texture_region(renderer_component.get_texture().to_string()) {
Some(texture_region) => {
@ -782,8 +610,7 @@ impl<'a> Renderer2D<'a> {
let transform = scene.get_component::<Transform2D>(text).unwrap();
if component.is_visible() {
let draw_index = self.draw_info.iter().enumerate().find(|(_, d)| d.name() == &format!("{}", component.font())).unwrap().0;
let (vertices, indices) = self.add_text_to_buffers(draw_index, component.content().to_string(), component.font().to_string(), component.font_size(), p2::from_vec(transform.position().as_vec()), component.color().to_wgpu());
let (vertices, indices) = self.add_text_to_buffers(component.content().to_string(), component.font().to_string(), component.font_size(), p2::from_vec(transform.position().as_vec()), component.color().to_wgpu());
let draw = self.draw_info.iter_mut().find(|d| d.name() == &format!("{}", component.font())).unwrap();
draw.update_vertex_buffer(&self.device, &self.queue, vertices);
draw.update_index_buffer(&self.device, &self.queue, indices);
@ -806,90 +633,6 @@ impl<'a> Renderer2D<'a> {
sorted_entities
}
/// A function to render the screen from top to bottom.
/// Generally useful in top-down games to render trees in front of players for example.
pub fn render_layered_scene_2d(&mut self, world: &Scene) {
let cameras = world.get_entities_with(ComponentSet::from_ids(vec![Camera2D::type_id()]));
if cameras == vec![] {
return;
}
let (camera_position, camera_component) = self.setup_camera(cameras, world);
let mut visible_entities: Vec<usize> = vec![];
for entity in world.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()])) {
let entity_id = entity as usize;
if !camera_component
.in_view_frustum(*camera_position, *world.get_component::<Transform2D>(entity_id).unwrap().position())
{
continue;
}
match world.get_component::<Render2D>(entity_id) {
Some(render) => {
if !render.is_visible() {
continue;
}
if let Some(cam) = world.get_component::<Camera2D>(entity_id) {
continue;
}
visible_entities.push(entity_id);
}
None => {
continue;
}
}
}
let entity_data = {
let mut data: Vec<(usize, Position2D)> = vec![];
for entity in visible_entities {
data.push((entity, *world.get_component::<Transform2D>(entity).unwrap().position()));
}
data
};
let visible_entities = self.sort_entities_by_position(entity_data);
let mut vertex_buffer: Vec<Vertex> = Vec::new();
let mut index_buffer: Vec<u16> = Vec::new();
for entity in visible_entities {
let renderer_component = world.get_component::<Render2D>(entity);
let transform_component = world.get_component::<Transform2D>(entity);
if renderer_component.unwrap().is_visible() {
let mut position = transform_component.unwrap().position().clone();
position.set_x(position.x() / self.config().width as f32);
position.set_y(position.y() / self.config().height as f32);
let region = self.get_texture_region(renderer_component.unwrap().get_texture().to_string()).unwrap();
let (dim_x, dim_y) = region.dimensions();
let (bound_x, bound_y) =
((dim_x as f32 / self.config().width as f32) * 0.5, (dim_y as f32 / self.config().height as f32) * 0.5);
let buffer_size = vertex_buffer.len() as u16;
vertex_buffer.append(&mut vec![
Vertex::new([-bound_x + position.x(), bound_y + position.y(), 0.0], [region.u0(), region.v0()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u0(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u1(), region.v1()], [0.0, 0.0, 0.0, 0.0]),
Vertex::new([bound_x + position.x(), bound_y + position.y(), 0.0], [region.u1(), region.v0()], [0.0, 0.0, 0.0, 0.0])
]);
index_buffer.append(&mut vec![
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
]);
}
}
self.set_buffers(vertex_buffer, index_buffer);
}
pub fn update(&mut self) -> f32 {
let now = Instant::now();
self.delta_time = now.duration_since(self.last_frame_time).as_secs_f32(); // Time delta in seconds
@ -909,7 +652,7 @@ impl<'a> Renderer2D<'a> {
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
label: Some("Universal Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_view,
resolve_target: None,
@ -923,8 +666,9 @@ impl<'a> Renderer2D<'a> {
timestamp_writes: None,
});
render_pass.set_pipeline(&self.universal_render_pipeline);
for i in 0..self.draw_info.len() {
render_pass.set_pipeline(&self.universal_render_pipeline);
render_pass.set_bind_group(0, self.draw_info[i].texture(), &[]);
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
render_pass.set_vertex_buffer(0, self.draw_info[i].vertex_buffer().slice(..));