mach/examples/core/triangle/App.zig
2024-07-13 09:06:35 -07:00

126 lines
3.9 KiB
Zig

const std = @import("std");
const mach = @import("mach");
const gpu = mach.gpu;
pub const name = .app;
pub const Mod = mach.Mod(@This());
pub const systems = .{
.init = .{ .handler = init },
.deinit = .{ .handler = deinit },
.update = .{ .handler = update },
};
title_timer: mach.Timer,
pipeline: *gpu.RenderPipeline,
pub fn deinit(game: *Mod) void {
game.state().pipeline.release();
}
fn init(game: *Mod, core: *mach.Core.Mod) !void {
// Create our shader module
const shader_module = core.state().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 = core.get(core.state().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(name) ++ ".init";
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.label = label,
.fragment = &fragment,
.vertex = gpu.VertexState{
.module = shader_module,
.entry_point = "vertex_main",
},
};
const pipeline = core.state().device.createRenderPipeline(&pipeline_descriptor);
// Store our render pipeline in our module's state, so we can access it later on.
game.init(.{
.title_timer = try mach.Timer.start(),
.pipeline = pipeline,
});
// try updateWindowTitle(core);
}
fn update(core: *mach.Core.Mod, game: *Mod) !void {
var iter = core.state().pollEvents();
while (iter.next()) |event| {
switch (event) {
.close => core.schedule(.exit), // Tell mach.Core to exit the app
else => {},
}
}
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.state().swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(name) ++ ".update";
const encoder = core.state().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(game.state().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();
core.state().queue.submit(&[_]*gpu.CommandBuffer{command});
core.schedule(.present_frame);
// update the window title every second
if (game.state().title_timer.read() >= 1.0) {
game.state().title_timer.reset();
try updateWindowTitle(core);
}
}
fn updateWindowTitle(core: *mach.Core.Mod) !void {
try core.state().printTitle(
core.state().main_window,
"core-custom-entrypoint [ {d}fps ] [ Input {d}hz ]",
.{
// TODO(Core)
core.state().frameRate(),
core.state().inputRate(),
},
);
}