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@ -60,6 +60,8 @@ random: std.rand.Random, |
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app_timer: core.Timer, |
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app_timer: core.Timer, |
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title_timer: core.Timer, |
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title_timer: core.Timer, |
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depth_texture: *gpu.Texture, |
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depth_texture_view: *gpu.TextureView, |
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pipeline: *gpu.RenderPipeline, |
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pipeline: *gpu.RenderPipeline, |
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scene_uniform_buffer: *gpu.Buffer, |
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scene_uniform_buffer: *gpu.Buffer, |
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scene_uniform_bind_group: *gpu.BindGroup, |
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scene_uniform_bind_group: *gpu.BindGroup, |
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@ -87,6 +89,16 @@ pub fn init(app: *App) !void { |
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app.app_timer = try core.Timer.start(); |
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app.app_timer = try core.Timer.start(); |
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app.title_timer = try core.Timer.start(); |
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app.title_timer = try core.Timer.start(); |
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// Create a depth texture. This is used to ensure that when things are |
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// rendered, an object behind another won't draw over one in front, simply |
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// because it was rendered at a later point in time. |
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app.depth_texture = core.device.createTexture(&.{ |
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.usage = .{ .render_attachment = true }, |
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.size = .{ .width = core.descriptor.width, .height = core.descriptor.height }, |
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.format = .depth24_plus, |
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}); |
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app.depth_texture_view = app.depth_texture.createView(null); |
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const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl")); |
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const shader_module = core.device.createShaderModuleWGSL("shader.wgsl", @embedFile("shader.wgsl")); |
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defer shader_module.release(); |
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defer shader_module.release(); |
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@ -105,16 +117,21 @@ pub fn init(app: *App) !void { |
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}), |
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}), |
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}, |
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}, |
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}), |
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}), |
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.fragment = &gpu.FragmentState.init(.{ |
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.module = shader_module, |
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.entry_point = "frag_main", |
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.targets = &.{.{ .format = core.descriptor.format }}, |
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}), |
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.primitive = .{ |
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.primitive = .{ |
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.topology = .triangle_list, |
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.topology = .triangle_list, |
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.front_face = .ccw, |
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.front_face = .ccw, |
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.cull_mode = .back, |
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.cull_mode = .back, |
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}, |
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}, |
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.depth_stencil = &.{ |
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.format = .depth24_plus, |
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.depth_write_enabled = .true, |
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.depth_compare = .less, |
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}, |
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.fragment = &gpu.FragmentState.init(.{ |
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.module = shader_module, |
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.entry_point = "frag_main", |
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.targets = &.{.{ .format = core.descriptor.format }}, |
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}), |
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}); |
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}); |
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// Set up scene related uniform buffers and bind groups. |
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// Set up scene related uniform buffers and bind groups. |
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@ -283,6 +300,8 @@ pub fn deinit(app: *App) void { |
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// in the order they were created in `init`. |
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// in the order they were created in `init`. |
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defer core.deinit(); |
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defer core.deinit(); |
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defer _ = app.gpa.deinit(); // TODO: Check for memory leaks? |
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defer _ = app.gpa.deinit(); // TODO: Check for memory leaks? |
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defer app.depth_texture.release(); |
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defer app.depth_texture_view.release(); |
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defer app.pipeline.release(); |
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defer app.pipeline.release(); |
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defer app.scene_uniform_buffer.release(); |
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defer app.scene_uniform_buffer.release(); |
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defer app.scene_uniform_bind_group.release(); |
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defer app.scene_uniform_bind_group.release(); |
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@ -340,6 +359,12 @@ pub fn update(app: *App) !bool { |
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.load_op = .clear, |
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.load_op = .clear, |
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.store_op = .store, |
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.store_op = .store, |
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}}, |
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}}, |
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.depth_stencil_attachment = &.{ |
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.view = app.depth_texture_view, |
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.depth_load_op = .clear, |
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.depth_store_op = .store, |
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.depth_clear_value = 1.0, |
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}, |
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}); |
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}); |
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// Create a `WGPUCommandEncoder` which provides an interface for recording GPU commands. |
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// Create a `WGPUCommandEncoder` which provides an interface for recording GPU commands. |
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