mach/examples/core-triangle/App.zig
Stephen Gutekanst 9d134dc72d module: object recycling
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-11-23 21:20:04 -07:00

137 lines
3.9 KiB
Zig

const mach = @import("mach");
const gpu = mach.gpu;
const App = @This();
pub const mach_module = .app;
pub const mach_systems = .{ .main, .init, .tick, .deinit };
pub const main = mach.schedule(.{
.{ mach.Core, .init },
.{ App, .init },
.{ mach.Core, .main },
});
title_timer: mach.time.Timer,
pipeline: *gpu.RenderPipeline,
pub fn init(
core: *mach.Core,
app: *App,
app_mod: mach.Mod(App),
) !void {
core.on_tick = app_mod.id.tick;
core.on_exit = app_mod.id.deinit;
// Create our shader module
const shader_module = core.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.windows.get(core.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 = core.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(app: *App, core: *mach.Core) void {
while (core.nextEvent()) |event| {
switch (event) {
.close => core.exit(),
else => {},
}
}
// Grab the back buffer of the swapchain
// TODO(Core)
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
defer back_buffer_view.release();
// Create a command encoder
const label = @tagName(mach_module) ++ ".tick";
const encoder = core.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();
core.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);
}
}
pub fn deinit(app: *App) void {
app.pipeline.release();
}
// 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);
// }