examples/core: building without ECS
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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2a13c07d9e
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0e12857154
35 changed files with 1365 additions and 4176 deletions
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@ -12,6 +12,12 @@ const Mat4x4 = math.Mat4x4;
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const Glyphs = @import("Glyphs.zig");
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const App = @This();
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pub const mach_module = .app;
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pub const mach_systems = .{ .start, .init, .deinit, .tick, .end_frame };
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timer: mach.time.Timer,
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player: mach.EntityID,
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direction: Vec2 = vec2(0, 0),
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@ -26,26 +32,12 @@ pipeline: mach.EntityID,
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frame_encoder: *gpu.CommandEncoder = undefined,
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frame_render_pass: *gpu.RenderPassEncoder = undefined,
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// Define the globally unique name of our module. You can use any name here, but keep in mind no
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// two modules in the program can have the same name.
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pub const name = .app;
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pub const Mod = mach.Mod(@This());
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pub const systems = .{
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.start = .{ .handler = start },
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.tick = .{ .handler = tick },
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.end_frame = .{ .handler = endFrame },
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};
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fn deinit(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod) !void {
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fn deinit(sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod) !void {
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sprite_pipeline.schedule(.deinit);
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glyphs.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn start(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, app: *Mod) !void {
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fn start(core: *mach.Core, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs: *Glyphs.Mod, app: *App) !void {
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core.schedule(.init);
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sprite_pipeline.schedule(.init);
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glyphs.schedule(.init);
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@ -62,11 +54,13 @@ fn init(
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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app: *Mod,
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core: *mach.Core.Mod,
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app: *App,
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core: *mach.Core,
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app_tick: mach.Call(App, .tick),
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app_deinit: mach.Call(App, .deinit),
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) !void {
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core.state().on_tick = app.system(.tick);
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core.state().on_exit = app.system(.deinit);
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core.on_tick = app_tick.id;
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core.on_exit = app_deinit.id;
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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@ -98,21 +92,19 @@ fn init(
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.time = 0,
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.pipeline = pipeline,
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});
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core.schedule(.start);
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}
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fn tick(
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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core: *mach.Core,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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app: *Mod,
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app: *App,
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) !void {
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var direction = app.state().direction;
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var spawning = app.state().spawning;
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while (core.state().nextEvent()) |event| {
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var direction = app.direction;
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var spawning = app.spawning;
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while (core.nextEvent()) |event| {
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switch (event) {
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.key_press => |ev| {
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switch (ev.key) {
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@ -134,37 +126,37 @@ fn tick(
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else => {},
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}
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},
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.close => core.schedule(.exit),
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.close => core.exit(),
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else => {},
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}
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}
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app.state().direction = direction;
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app.state().spawning = spawning;
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app.direction = direction;
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app.spawning = spawning;
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var player_transform = sprite.get(app.state().player, .transform).?;
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var player_transform = sprite.get(app.player, .transform).?;
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var player_pos = player_transform.translation();
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if (!spawning and app.state().spawn_timer.read() > 1.0 / 60.0) {
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if (!spawning and app.spawn_timer.read() > 1.0 / 60.0) {
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// Spawn new entities
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_ = app.state().spawn_timer.lap();
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_ = app.spawn_timer.lap();
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for (0..50) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += app.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += app.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[0] += app.rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += app.rand.random().floatNorm(f32) * 25;
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const rand_index = app.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const rand_index = app.rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const r = glyphs.state().regions.entries.get(rand_index).value;
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
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try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite.set(new_entity, .pipeline, app.state().pipeline);
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app.state().sprites += 1;
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try sprite.set(new_entity, .pipeline, app.pipeline);
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app.sprites += 1;
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}
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}
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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const delta_time = app.state().timer.lap();
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const delta_time = app.timer.lap();
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// Animate entities
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var q = try entities.query(.{
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@ -176,17 +168,17 @@ fn tick(
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var location = entity_transform.translation();
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// TODO: formatting
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// TODO(Core)
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if (location.x() < -@as(f32, @floatFromInt(core.state().size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(core.state().size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(core.state().size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(core.state().size().height)) / 1.5) {
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if (location.x() < -@as(f32, @floatFromInt(core.size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(core.size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(core.size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(core.size().height)) / 1.5) {
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try entities.remove(id);
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app.state().sprites -= 1;
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app.sprites -= 1;
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continue;
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}
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.state().time));
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.state().time / 2.0), 0.2))));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * app.time));
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transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(app.time / 2.0), 0.2))));
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entity_transform.* = transform;
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}
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}
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@ -199,19 +191,19 @@ fn tick(
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player_transform = Mat4x4.translate(player_pos).mul(
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&Mat4x4.scale(Vec3.splat(1.0)),
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);
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try sprite.set(app.state().player, .transform, player_transform);
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try sprite.set(app.player, .transform, player_transform);
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sprite.schedule(.update);
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// Perform pre-render work
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sprite_pipeline.schedule(.pre_render);
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// Create a command encoder for this frame
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const label = @tagName(name) ++ ".tick";
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app.state().frame_encoder = core.state().device.createCommandEncoder(&.{ .label = label });
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const label = @tagName(mach_module) ++ ".tick";
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app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label });
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// Grab the back buffer of the swapchain
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// TODO(Core)
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const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
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const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Begin render pass
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@ -222,44 +214,41 @@ fn tick(
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.load_op = .clear,
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.store_op = .store,
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}};
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app.state().frame_render_pass = app.state().frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
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.label = label,
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.color_attachments = &color_attachments,
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}));
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// Render our sprite batch
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sprite_pipeline.state().render_pass = app.state().frame_render_pass;
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sprite_pipeline.state().render_pass = app.frame_render_pass;
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sprite_pipeline.schedule(.render);
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// Finish the frame once rendering is done.
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app.schedule(.end_frame);
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app.state().time += delta_time;
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app.time += delta_time;
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}
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fn endFrame(app: *Mod, core: *mach.Core.Mod) !void {
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fn endFrame(app: *App, core: *mach.Core) !void {
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// Finish render pass
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app.state().frame_render_pass.end();
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const label = @tagName(name) ++ ".endFrame";
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var command = app.state().frame_encoder.finish(&.{ .label = label });
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core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
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app.frame_render_pass.end();
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const label = @tagName(mach_module) ++ ".endFrame";
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var command = app.frame_encoder.finish(&.{ .label = label });
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core.queue.submit(&[_]*gpu.CommandBuffer{command});
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command.release();
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app.state().frame_encoder.release();
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app.state().frame_render_pass.release();
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// Present the frame
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core.schedule(.present_frame);
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app.frame_encoder.release();
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app.frame_render_pass.release();
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// Every second, update the window title with the FPS
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if (app.state().fps_timer.read() >= 1.0) {
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try core.state().printTitle(
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core.state().main_window,
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if (app.fps_timer.read() >= 1.0) {
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try core.printTitle(
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core.main_window,
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"glyphs [ FPS: {d} ] [ Sprites: {d} ]",
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.{ app.state().frame_count, app.state().sprites },
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.{ app.frame_count, app.sprites },
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);
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core.schedule(.update);
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app.state().fps_timer.reset();
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app.state().frame_count = 0;
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app.fps_timer.reset();
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app.frame_count = 0;
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}
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app.state().frame_count += 1;
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app.frame_count += 1;
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}
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