mach/examples/core-custom-entrypoint/App.zig
Colton Franklin 1fe47b2b19
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`
2024-11-30 15:13:14 -07:00

141 lines
4.1 KiB
Zig

const mach = @import("mach");
const gpu = mach.gpu;
const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .main, .init, .deinit, .tick };
title_timer: mach.time.Timer,
pipeline: *gpu.RenderPipeline,
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ App, .init },
.{ mach.Core, .main },
});
pub fn deinit(app: *App) void {
app.pipeline.release();
}
pub fn init(
app: *App,
core: *mach.Core,
app_mod: mach.Mod(App),
) !void {
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
const main_window = core.windows.getValue(core.main_window);
// Create our shader module
const shader_module = main_window.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl"));
defer shader_module.release();
// Blend state describes how rendered colors get blended
const blend = gpu.BlendState{};
// Color target describes e.g. the pixel format of the window we are rendering to.
const color_target = gpu.ColorTargetState{
.format = main_window.framebuffer_format,
.blend = &blend,
};
// Fragment state describes which shader and entrypoint to use for rendering fragments.
const fragment = gpu.FragmentState.init(.{
.module = shader_module,
.entry_point = "frag_main",
.targets = &.{color_target},
});
// Create our render pipeline that will ultimately get pixels onto the screen.
const label = @tagName(mach_module) ++ ".init";
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.vertex = gpu.VertexState{
.module = shader_module,
.entry_point = "vertex_main",
},
};
const pipeline = main_window.device.createRenderPipeline(&pipeline_descriptor);
// Store our render pipeline in our module's state, so we can access it later on.
app.* = .{
.title_timer = try mach.time.Timer.start(),
.pipeline = pipeline,
};
// TODO(object): window-title
// try updateWindowTitle(core);
}
pub fn tick(core: *mach.Core, app: *App) !void {
while (core.nextEvent()) |event| {
switch (event) {
.close => core.exit(),
else => {},
}
}
const main_window = core.windows.getValue(core.main_window);
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = main_window.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = main_window.device.createCommandEncoder(&.{ .label = label });
defer encoder.release();
// Begin render pass
const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 };
const color_attachments = [_]gpu.RenderPassColorAttachment{.{
.view = back_buffer_view,
.clear_value = sky_blue_background,
.load_op = .clear,
.store_op = .store,
}};
const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{
.label = label,
.color_attachments = &color_attachments,
}));
defer render_pass.release();
// Draw
render_pass.setPipeline(app.pipeline);
render_pass.draw(3, 1, 0, 0);
// Finish render pass
render_pass.end();
// Submit our commands to the queue
var command = encoder.finish(&.{ .label = label });
defer command.release();
main_window.queue.submit(&[_]*gpu.CommandBuffer{command});
// update the window title every second
if (app.title_timer.read() >= 1.0) {
app.title_timer.reset();
// TODO(object): window-title
// try updateWindowTitle(core);
}
}
// TODO(object): window-title
// fn updateWindowTitle(core: *mach.Core) !void {
// try core.printTitle(
// core.main_window,
// "core-custom-entrypoint [ {d}fps ] [ Input {d}hz ]",
// .{
// // TODO(Core)
// core.frameRate(),
// core.inputRate(),
// },
// );
// core.schedule(.update);
// }