examples: update hardware-check example to use new object system
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
f352670464
commit
d62650276f
3 changed files with 230 additions and 216 deletions
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@ -1,4 +1,3 @@
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// TODO(important): review all code in this file in-depth
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const std = @import("std");
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const zigimg = @import("zigimg");
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const assets = @import("assets");
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@ -9,9 +8,7 @@ const math = mach.math;
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const vec2 = math.vec2;
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const vec3 = math.vec3;
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const vec4 = math.vec4;
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const Vec2 = math.Vec2;
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const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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@ -19,271 +16,292 @@ 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, .audio_state_change };
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pub const mach_systems = .{ .main, .init, .tick, .deinit, .deinit2, .audioStateChange };
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// TODO: banish global allocator
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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pub const main = mach.schedule(.{
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.{ mach.Core, .init },
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.{ mach.Audio, .init },
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.{ gfx.Text, .init },
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.{ App, .init },
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.{ mach.Core, .main },
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});
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info_text: mach.EntityID,
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info_text_style: mach.EntityID,
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pub const deinit = mach.schedule(.{
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.{ mach.Audio, .deinit },
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.{ App, .deinit2 },
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});
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allocator: std.mem.Allocator,
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window: mach.ObjectID,
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timer: mach.time.Timer,
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gotta_go_fast: bool = false,
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spawn_timer: mach.time.Timer,
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fps_timer: mach.time.Timer,
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frame_count: usize,
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frame_rate: usize,
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num_sprites_spawned: usize,
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score: usize,
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rand: std.Random.DefaultPrng,
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time: f32,
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allocator: std.mem.Allocator,
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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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sfx: mach.Audio.Opus,
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fn deinit(
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text_pipeline: *gfx.TextPipeline.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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audio: *mach.Audio,
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) !void {
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text_pipeline.schedule(.deinit);
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sprite_pipeline.schedule(.deinit);
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audio.schedule(.deinit);
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}
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frame_count: usize = 0,
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fps: usize = 0,
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score: usize = 0,
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num_sprites_spawned: usize = 0,
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time: f32 = 0,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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gotta_go_fast: bool = false,
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fn start(
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audio: *mach.Audio,
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text_pipeline: *gfx.TextPipeline.Mod,
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text: *gfx.Text.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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core: *mach.Core,
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app: *App,
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) !void {
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// If you want to try fullscreen:
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// try core.set(core.main_window, .fullscreen, true);
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info_text: []u8 = undefined,
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info_text_id: mach.ObjectID = undefined,
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info_text_style_id: mach.ObjectID = undefined,
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sprite_pipeline_id: mach.ObjectID = undefined,
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text_pipeline_id: mach.ObjectID = undefined,
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sfx: mach.Audio.Opus = undefined,
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core.schedule(.init);
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audio.schedule(.init);
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text.schedule(.init);
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text_pipeline.schedule(.init);
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sprite_pipeline.schedule(.init);
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app.schedule(.init);
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}
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fn init(
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entities: *mach.Entities.Mod,
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pub fn init(
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core: *mach.Core,
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audio: *mach.Audio,
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text_pipeline: *gfx.TextPipeline.Mod,
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text_style: *gfx.TextStyle.Mod,
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text: *gfx.Text.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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app: *App,
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app_mod: mach.Mod(App),
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) !void {
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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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// Configure the audio module to run our audio_state_change system when entities audio finishes
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// playing
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audio.on_state_change = app_audio_state_change.id;
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// Configure the audio module to call our App.audioStateChange function when a sound buffer
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// finishes playing.
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audio.on_state_change = app_mod.id.audioStateChange;
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// Create a sprite rendering pipeline
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const allocator = gpa.allocator();
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.schedule(.update);
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const window = try core.windows.new(.{
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.title = "hardware check",
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});
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// TODO: a better way to initialize entities with default values
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// TODO(text): ability to specify other style options (custom font name, font color, italic/bold, etc.)
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const style1 = try entities.new();
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try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
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// TODO(allocator): find a better way to get an allocator here
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const allocator = std.heap.c_allocator;
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// Create a text rendering pipeline
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const text_rendering_pipeline = try entities.new();
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try text_pipeline.set(text_rendering_pipeline, .is_pipeline, {});
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text_pipeline.schedule(.update);
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app.* = .{
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.allocator = allocator,
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.window = window,
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.timer = try mach.time.Timer.start(),
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.spawn_timer = try mach.time.Timer.start(),
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.fps_timer = try mach.time.Timer.start(),
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.rand = std.Random.DefaultPrng.init(1337),
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};
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}
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// Create some text
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const text1 = try entities.new();
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try text.set(text1, .pipeline, text_rendering_pipeline);
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try text.set(text1, .transform, Mat4x4.translate(vec3(0, 0, 0)));
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try gfx.Text.allocPrintText(text, text1, style1,
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\\ Mach is probably working if you:
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\\ * See this text
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\\ * See sprites to the left
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\\ * Hear sounds when sprites die
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\\ * Hold space and things go faster
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, .{});
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text.schedule(.update);
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pub fn deinit2(
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app: *App,
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text: *gfx.Text,
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) void {
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// Cleanup here, if desired.
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text.objects.delete(app.info_text_id);
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}
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const win = core.windows.get(core.main_window).?;
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const window_height: f32 = @floatFromInt(win.height);
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const info_text = try entities.new();
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try text.set(info_text, .pipeline, text_rendering_pipeline);
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try text.set(info_text, .transform, Mat4x4.translate(vec3(0, (window_height / 2.0) - 50.0, 0)));
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try gfx.Text.allocPrintText(text, info_text, style1, "[info]", .{});
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/// Called on the high-priority audio OS thread when the audio driver needs more audio samples, so
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/// this callback should be fast to respond.
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pub fn audioStateChange(audio: *mach.Audio, app: *App) !void {
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audio.buffers.lock();
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defer audio.buffers.unlock();
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// Find audio objects that are no longer playing
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var buffers = audio.buffers.slice();
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while (buffers.next()) |buf_id| {
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if (audio.buffers.get(buf_id, .playing)) continue;
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// Remove the audio buffer that is no longer playing
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const samples = audio.buffers.get(buf_id, .samples);
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audio.buffers.delete(buf_id);
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app.allocator.free(samples);
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}
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}
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fn setupPipeline(
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core: *mach.Core,
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app: *App,
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sprite: *gfx.Sprite,
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text: *gfx.Text,
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window_id: mach.ObjectID,
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) !void {
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const window = core.windows.getValue(window_id);
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// Load sfx
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const sfx_fbs = std.io.fixedBufferStream(assets.sfx.scifi_gun);
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const sfx_sound_stream = std.io.StreamSource{ .const_buffer = sfx_fbs };
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const sfx = try mach.Audio.Opus.decodeStream(gpa.allocator(), sfx_sound_stream);
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app.sfx = try mach.Audio.Opus.decodeStream(app.allocator, sfx_sound_stream);
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app.init(.{
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.info_text = info_text,
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.info_text_style = style1,
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.timer = try mach.time.Timer.start(),
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.spawn_timer = try mach.time.Timer.start(),
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.fps_timer = try mach.time.Timer.start(),
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.frame_count = 0,
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.frame_rate = 0,
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.num_sprites_spawned = 0,
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.score = 0,
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.rand = std.Random.DefaultPrng.init(1337),
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.time = 0,
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.allocator = allocator,
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.pipeline = pipeline,
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.sfx = sfx,
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// Create a sprite rendering pipeline
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app.sprite_pipeline_id = try sprite.pipelines.new(.{
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.window = window_id,
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.render_pass = undefined,
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.texture = try loadTexture(window.device, window.queue, app.allocator),
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});
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}
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fn audioStateChange(entities: *mach.Entities.Mod) !void {
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// Find audio entities that are no longer playing
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var q = try entities.query(.{
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.ids = mach.Entities.Mod.read(.id),
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.playings = mach.Audio.read(.playing),
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// Create a text rendering pipeline
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app.text_pipeline_id = try text.pipelines.new(.{
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.window = window_id,
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.render_pass = undefined,
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});
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while (q.next()) |v| {
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for (v.ids, v.playings) |id, playing| {
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if (playing) continue;
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// Remove the entity for the old sound
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try entities.remove(id);
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}
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// Create a text style
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app.info_text_style_id = try text.styles.new(.{
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.font_size = 48 * gfx.px_per_pt, // 48pt
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});
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// Create documentation text
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{
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// TODO(text): release this memory somewhere
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const text_value =
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\\ Mach is probably working if you:
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\\ * See this text
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\\ * See sprites to the left
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\\ * Hear sounds when sprites disappear
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\\ * Hold space and things go faster
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;
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const text_buf = try app.allocator.alloc(u8, text_value.len);
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@memcpy(text_buf, text_value);
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const segments = try app.allocator.alloc(gfx.Text.Segment, 1);
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segments[0] = .{
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.text = text_buf,
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.style = app.info_text_style_id,
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};
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// Create our player text
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const text_id = try text.objects.new(.{
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.transform = Mat4x4.translate(vec3(-0.02, 0, 0)),
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.segments = segments,
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});
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// Attach the text object to our text rendering pipeline.
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try text.pipelines.setParent(text_id, app.text_pipeline_id);
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}
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// Create info text to be updated dynamically later
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{
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// TODO(text): release this memory somewhere
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const text_value = "[info]";
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app.info_text = try app.allocator.alloc(u8, text_value.len);
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@memcpy(app.info_text, text_value);
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const segments = try app.allocator.alloc(gfx.Text.Segment, 1);
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segments[0] = .{
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.text = app.info_text,
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.style = app.info_text_style_id,
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};
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// Create our player text
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app.info_text_id = try text.objects.new(.{
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.transform = Mat4x4.translate(vec3(0, (@as(f32, @floatFromInt(window.height)) / 2.0) - 50.0, 0)),
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.segments = segments,
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});
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// Attach the text object to our text rendering pipeline.
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try text.pipelines.setParent(app.info_text_id, app.sprite_pipeline_id);
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}
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}
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fn tick(
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entities: *mach.Entities.Mod,
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pub fn tick(
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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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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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app: *App,
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sprite: *gfx.Sprite,
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sprite_mod: mach.Mod(gfx.Sprite),
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text: *gfx.Text,
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text_mod: mach.Mod(gfx.Text),
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audio: *mach.Audio,
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) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS events.
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// TODO(Core)
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var gotta_go_fast = app.gotta_go_fast;
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const label = @tagName(mach_module) ++ ".tick";
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const window = core.windows.getValue(app.window);
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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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.space => gotta_go_fast = true,
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.space => app.gotta_go_fast = true,
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else => {},
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}
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},
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.key_release => |ev| {
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switch (ev.key) {
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.space => gotta_go_fast = false,
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.space => app.gotta_go_fast = false,
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else => {},
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}
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},
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.window_open => |ev| try setupPipeline(core, app, sprite, text, ev.window_id),
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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.gotta_go_fast = gotta_go_fast;
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// Every second, update the frame rate
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if (app.fps_timer.read() >= 1.0) {
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app.frame_rate = app.frame_count;
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app.fps_timer.reset();
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app.frame_count = 0;
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}
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try gfx.Text.allocPrintText(
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text,
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app.info_text,
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app.info_text_style,
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// TODO(text): make updating text easier
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app.allocator.free(app.info_text);
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app.info_text = try std.fmt.allocPrint(
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app.allocator,
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"[ FPS: {d} ]\n[ Sprites spawned: {d} ]",
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.{ app.frame_rate, app.num_sprites_spawned },
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.{ app.fps, app.num_sprites_spawned },
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);
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text.schedule(.update);
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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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const win = core.windows.get(core.main_window).?;
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const window_width: f32 = @floatFromInt(win.width);
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var segments: []gfx.Text.Segment = @constCast(text.objects.get(app.info_text_id, .segments));
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segments[0] = .{
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.text = app.info_text,
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.style = segments[0].style,
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};
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text.objects.set(app.info_text_id, .segments, segments);
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const entities_per_second: f32 = @floatFromInt(
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app.rand.random().intRangeAtMost(usize, 0, if (gotta_go_fast) 50 else 10),
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app.rand.random().intRangeAtMost(usize, 0, if (app.gotta_go_fast) 50 else 10),
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);
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if (app.spawn_timer.read() > 1.0 / entities_per_second) {
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// Spawn new entities
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_ = app.spawn_timer.lap();
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var new_pos = vec3(-(window_width / 2), 0, 0);
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var new_pos = vec3(-(@as(f32, @floatFromInt(window.width)) / 2), 0, 0);
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new_pos.v[1] += app.rand.random().floatNorm(f32) * 50;
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(new_entity, .pipeline, app.pipeline);
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const new_sprite_id = try sprite.objects.new(.{
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.transform = Mat4x4.translate(new_pos),
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.size = vec2(32, 32),
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.uv_transform = Mat3x3.translate(vec2(0, 0)),
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});
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try sprite.pipelines.setParent(new_sprite_id, app.sprite_pipeline_id);
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app.num_sprites_spawned += 1;
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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.timer.lap();
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// Move entities to the right, and make them smaller the further they travel
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var q = try entities.query(.{
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.ids = mach.Entities.Mod.read(.id),
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.transforms = gfx.Sprite.Mod.write(.transform),
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});
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while (q.next()) |v| {
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for (v.ids, v.transforms) |id, *entity_transform| {
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const location = entity_transform.*.translation();
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const speed: f32 = if (gotta_go_fast) 2000 else 100;
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const progression = std.math.clamp((location.v[0] + (window_width / 2.0)) / window_width, 0, 1);
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const scale = mach.math.lerp(2, 0, progression);
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if (progression >= 0.6) {
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try entities.remove(id);
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// Move sprites to the right, and make them smaller the further they travel
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var pipeline_children = try sprite.pipelines.getChildren(app.sprite_pipeline_id);
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defer pipeline_children.deinit();
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for (pipeline_children.items) |sprite_id| {
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if (!sprite.objects.is(sprite_id)) continue;
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var s = sprite.objects.getValue(sprite_id);
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// Play a new SFX
|
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const e = try entities.new();
|
||||
try audio.set(e, .samples, app.sfx.samples);
|
||||
try audio.set(e, .channels, app.sfx.channels);
|
||||
try audio.set(e, .index, 0);
|
||||
try audio.set(e, .playing, true);
|
||||
app.score += 1;
|
||||
} else {
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(scale));
|
||||
entity_transform.* = transform;
|
||||
}
|
||||
const location = s.transform.translation();
|
||||
const speed: f32 = if (app.gotta_go_fast) 2000 else 100;
|
||||
const progression = std.math.clamp((location.v[0] + (@as(f32, @floatFromInt(window.height)) / 2.0)) / @as(f32, @floatFromInt(window.height)), 0, 1);
|
||||
const scale = mach.math.lerp(2, 0, progression);
|
||||
if (progression >= 0.6) {
|
||||
try sprite.pipelines.removeChild(app.sprite_pipeline_id, sprite_id);
|
||||
sprite.objects.delete(sprite_id);
|
||||
|
||||
// Play a new sound
|
||||
const samples = try app.allocator.dupe(f32, app.sfx.samples);
|
||||
@memcpy(samples, app.sfx.samples);
|
||||
audio.buffers.lock();
|
||||
defer audio.buffers.unlock();
|
||||
const sound_id = try audio.buffers.new(.{
|
||||
.samples = samples,
|
||||
.channels = app.sfx.channels,
|
||||
});
|
||||
_ = sound_id; // autofix
|
||||
app.score += 1;
|
||||
} else {
|
||||
var transform = Mat4x4.ident;
|
||||
transform = transform.mul(&Mat4x4.translate(location.add(&vec3(speed * delta_time, (speed / 2.0) * delta_time * progression, 0))));
|
||||
transform = transform.mul(&Mat4x4.scaleScalar(scale));
|
||||
sprite.objects.set(sprite_id, .transform, transform);
|
||||
}
|
||||
}
|
||||
|
||||
sprite.schedule(.update);
|
||||
|
||||
// Perform pre-render work
|
||||
sprite_pipeline.schedule(.pre_render);
|
||||
text_pipeline.schedule(.pre_render);
|
||||
|
||||
// Create a command encoder for this frame
|
||||
const label = @tagName(mach_module) ++ ".tick";
|
||||
app.frame_encoder = core.device.createCommandEncoder(&.{ .label = label });
|
||||
|
||||
// Grab the back buffer of the swapchain
|
||||
// TODO(Core)
|
||||
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
|
||||
const back_buffer_view = window.swap_chain.getCurrentTextureView().?;
|
||||
defer back_buffer_view.release();
|
||||
|
||||
// Create a command encoder
|
||||
const encoder = window.device.createCommandEncoder(&.{ .label = label });
|
||||
defer encoder.release();
|
||||
|
||||
// Begin render pass
|
||||
const sky_blue = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
|
||||
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
|
||||
|
|
@ -292,43 +310,39 @@ fn tick(
|
|||
.load_op = .clear,
|
||||
.store_op = .store,
|
||||
}};
|
||||
app.frame_render_pass = app.frame_encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
|
||||
.label = label,
|
||||
.color_attachments = &color_attachments,
|
||||
}));
|
||||
|
||||
// Render our sprite batch
|
||||
sprite_pipeline.state().render_pass = app.frame_render_pass;
|
||||
sprite_pipeline.schedule(.render);
|
||||
// Render sprites
|
||||
sprite.pipelines.set(app.sprite_pipeline_id, .render_pass, render_pass);
|
||||
sprite_mod.call(.tick);
|
||||
|
||||
// Render our text batch
|
||||
text_pipeline.state().render_pass = app.frame_render_pass;
|
||||
text_pipeline.schedule(.render);
|
||||
// Render text
|
||||
text.pipelines.set(app.text_pipeline_id, .render_pass, render_pass);
|
||||
text_mod.call(.tick);
|
||||
|
||||
// Finish the frame once rendering is done.
|
||||
app.schedule(.end_frame);
|
||||
|
||||
app.time += delta_time;
|
||||
}
|
||||
|
||||
fn endFrame(app: *App, core: *mach.Core) !void {
|
||||
// Finish render pass
|
||||
app.frame_render_pass.end();
|
||||
const label = @tagName(mach_module) ++ ".endFrame";
|
||||
var command = app.frame_encoder.finish(&.{ .label = label });
|
||||
core.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
render_pass.end();
|
||||
var command = encoder.finish(&.{ .label = label });
|
||||
window.queue.submit(&[_]*gpu.CommandBuffer{command});
|
||||
command.release();
|
||||
app.frame_encoder.release();
|
||||
app.frame_render_pass.release();
|
||||
render_pass.release();
|
||||
|
||||
app.frame_count += 1;
|
||||
app.time += delta_time;
|
||||
|
||||
// Every second, update the window title with the FPS
|
||||
if (app.fps_timer.read() >= 1.0) {
|
||||
app.fps_timer.reset();
|
||||
app.fps = app.frame_count;
|
||||
app.frame_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: move this helper into gfx module
|
||||
fn loadTexture(core: *mach.Core, allocator: std.mem.Allocator) !*gpu.Texture {
|
||||
const device = core.device;
|
||||
const queue = core.queue;
|
||||
|
||||
// TODO(sprite): don't require users to copy / write this helper themselves
|
||||
fn loadTexture(device: *gpu.Device, queue: *gpu.Queue, allocator: std.mem.Allocator) !*gpu.Texture {
|
||||
// Load the image from memory
|
||||
var img = try zigimg.Image.fromMemory(allocator, assets.sprites_sheet_png);
|
||||
defer img.deinit();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue