examples/core: building without ECS

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-09-22 13:25:49 -07:00 committed by Emi Gutekanst
parent 2a13c07d9e
commit 0e12857154
35 changed files with 1365 additions and 4176 deletions

View file

@ -13,8 +13,7 @@ pipeline: *gpu.RenderPipeline,
bind_groups: [num_bind_groups]*gpu.BindGroup,
uniform_buffer: *gpu.Buffer,
pub const name = .renderer;
pub const Mod = mach.Mod(@This());
pub const mach_module = .renderer;
pub const components = .{
.position = .{ .type = Vec3 },
@ -22,11 +21,7 @@ pub const components = .{
.scale = .{ .type = f32 },
};
pub const systems = .{
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.render_frame = .{ .handler = renderFrame },
};
pub const mach_systems = .{ .init, .deinit, .render_frame };
const UniformBufferObject = extern struct {
offset: Vec3,
@ -34,17 +29,17 @@ const UniformBufferObject = extern struct {
};
fn init(
core: *mach.Core.Mod,
core: *mach.Core,
renderer: *Mod,
) !void {
const device = core.state().device;
const device = core.device;
const shader_module = device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Fragment state
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.get(core.state().main_window, .framebuffer_format).?,
.format = core.windows.get(core.main_window).?.framebuffer_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
@ -54,7 +49,7 @@ fn init(
.targets = &.{color_target},
});
const label = @tagName(name) ++ ".init";
const label = @tagName(mach_module) ++ ".init";
const uniform_buffer = device.createBuffer(&.{
.label = label ++ " uniform buffer",
.usage = .{ .copy_dst = true, .uniform = true },
@ -116,17 +111,17 @@ fn deinit(
fn renderFrame(
entities: *mach.Entities.Mod,
core: *mach.Core.Mod,
core: *mach.Core,
renderer: *Mod,
) !void {
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(name) ++ ".tick";
const encoder = core.state().device.createCommandEncoder(&.{ .label = label });
const label = @tagName(mach_module) ++ ".tick";
const encoder = core.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Update uniform buffer
@ -173,8 +168,5 @@ fn renderFrame(
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
// Present the frame
core.schedule(.present_frame);
core.queue.submit(&[_]*gpu.CommandBuffer{command});
}