obj: Move Platform and InitOptions fields into core.windows (#1309)
* obj: Make field tracking use a single bitset * obj: module: fix comment * obj: Move `Platform` state and `InitOptions` fields into `core.windows`, initial push, only triangle example working on macos currently * obj: `get` and `getValue` (renamed `getAll`) now do not return optionals, comment revisions, `device` is no longer optional, `native` is optional * core: Lots of cleanup of unnecessary comments * core: `Event`s now all contain `window_id`, darwin/windows: event functions now send window id * core: comments, examples: fix `core-custom-entrypoint`
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7 changed files with 651 additions and 610 deletions
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@ -1,3 +1,4 @@
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const std = @import("std");
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const mach = @import("mach");
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const gpu = mach.gpu;
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@ -24,64 +25,95 @@ pub fn init(
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core.on_tick = app_mod.id.tick;
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core.on_exit = app_mod.id.deinit;
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// Create our shader module
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const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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const main_window = core.windows.getValue(core.main_window);
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if (main_window.native != null) {
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// if window.native is not null, the window is initialized
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// Blend state describes how rendered colors get blended
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const blend = gpu.BlendState{};
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// Create our shader module
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const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
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defer shader_module.release();
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = core.windows.get(core.main_window, .framebuffer_format).?,
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.blend = &blend,
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};
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// Blend state describes how rendered colors get blended
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const blend = gpu.BlendState{};
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// Fragment state describes which shader and entrypoint to use for rendering fragments.
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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// Color target describes e.g. the pixel format of the window we are rendering to.
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const color_target = gpu.ColorTargetState{
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.format = core.windows.get(core.main_window, .framebuffer_format),
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.blend = &blend,
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};
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// Create our render pipeline that will ultimately get pixels onto the screen.
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const label = @tagName(mach_module) ++ ".init";
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.vertex = gpu.VertexState{
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// Fragment state describes which shader and entrypoint to use for rendering fragments.
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const fragment = gpu.FragmentState.init(.{
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.module = shader_module,
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.entry_point = "vertex_main",
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},
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};
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const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
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.entry_point = "frag_main",
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.targets = &.{color_target},
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});
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.title_timer = try mach.time.Timer.start(),
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.pipeline = pipeline,
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};
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// Create our render pipeline that will ultimately get pixels onto the screen.
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const label = @tagName(mach_module) ++ ".init";
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const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
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.label = label,
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.fragment = &fragment,
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.vertex = gpu.VertexState{
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.module = shader_module,
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.entry_point = "vertex_main",
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},
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};
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const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
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// TODO(object): window-title
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// try updateWindowTitle(core);
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// Store our render pipeline in our module's state, so we can access it later on.
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app.* = .{
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.title_timer = try mach.time.Timer.start(),
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.pipeline = pipeline,
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};
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}
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}
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// TODO(object): window-title
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// try updateWindowTitle(core);
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pub fn tick(app: *App, core: *mach.Core) void {
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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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.right => {
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var w = core.windows.getValue(core.main_window);
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w.width = w.width + 10;
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core.windows.setValue(core.main_window, w);
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},
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.left => {
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var w = core.windows.getValue(core.main_window);
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w.width = w.width - 10;
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core.windows.setValue(core.main_window, w);
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},
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.up => {
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core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) + 10);
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},
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.down => {
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core.windows.set(core.main_window, .height, core.windows.get(core.main_window, .height) - 10);
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},
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else => {},
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}
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},
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.close => core.exit(),
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else => {},
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}
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}
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var main_window = core.windows.getValue(core.main_window);
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// Window is ready when device is not null
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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.swap_chain.getCurrentTextureView().?;
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const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
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defer back_buffer_view.release();
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// Create a command encoder
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const label = @tagName(mach_module) ++ ".tick";
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const encoder = core.device.createCommandEncoder(&.{ .label = label });
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const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
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defer encoder.release();
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// Begin render pass
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@ -108,14 +140,14 @@ pub fn tick(app: *App, core: *mach.Core) void {
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// Submit our commands to the queue
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var command = encoder.finish(&.{ .label = label });
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defer command.release();
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core.queue.submit(&[_]*gpu.CommandBuffer{command});
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main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
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// update the window title every second
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if (app.title_timer.read() >= 1.0) {
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app.title_timer.reset();
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// TODO(object): window-title
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// try updateWindowTitle(core);
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}
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// if (app.title_timer.read() >= 1.0) {
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// app.title_timer.reset();
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// // TODO(object): window-title
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// // try updateWindowTitle(core);
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// }
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}
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pub fn deinit(app: *App) void {
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