mach: implement App struct in terms of unified entry point

This commit is contained in:
iddev5 2022-04-28 00:05:44 +05:30 committed by Stephen Gutekanst
parent 3e87b383d2
commit 2aedc4ca01
6 changed files with 313 additions and 333 deletions

81
src/Engine.zig Normal file
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const std = @import("std");
const Allocator = std.mem.Allocator;
const glfw = @import("glfw");
const gpu = @import("gpu");
pub const VSyncMode = enum {
/// Potential screen tearing.
/// No synchronization with monitor, render frames as fast as possible.
none,
/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
///
/// Tries to stay one frame ahead of the monitor, so when it's ready for the next frame it is
/// already prepared.
double,
/// No tearing, synchronizes rendering with monitor refresh rate, rendering frames when ready.
///
/// Tries to stay two frames ahead of the monitor, so when it's ready for the next frame it is
/// already prepared.
triple,
};
/// Application options that can be configured at init time.
pub const Options = struct {
/// The title of the window.
title: [*:0]const u8 = "Mach engine",
/// The width of the window.
width: u32 = 640,
/// The height of the window.
height: u32 = 480,
/// Monitor synchronization modes.
vsync: VSyncMode = .double,
/// GPU features required by the application.
required_features: ?[]gpu.Feature = null,
/// GPU limits required by the application.
required_limits: ?gpu.Limits = null,
/// Whether the application has a preference for low power or high performance GPU.
power_preference: gpu.PowerPreference = .none,
};
/// Window, events, inputs etc.
core: Core,
/// WebGPU driver - stores device, swap chains, targets and more
gpu_driver: GpuDriver,
allocator: Allocator,
/// The amount of time (in seconds) that has passed since the last frame was rendered.
///
/// For example, if you are animating a cube which should rotate 360 degrees every second,
/// instead of writing (360.0 / 60.0) and assuming the frame rate is 60hz, write
/// (360.0 * engine.delta_time)
delta_time: f64 = 0,
delta_time_ns: u64 = 0,
timer: std.time.Timer,
pub const Core = struct {
internal: union {
window: glfw.Window,
},
};
pub const GpuDriver = struct {
device: gpu.Device,
backend_type: gpu.Adapter.BackendType,
swap_chain: ?gpu.SwapChain,
swap_chain_format: gpu.Texture.Format,
native_instance: gpu.NativeInstance,
surface: ?gpu.Surface,
current_desc: gpu.SwapChain.Descriptor,
target_desc: gpu.SwapChain.Descriptor,
};