separate clear_bg pass

This commit is contained in:
griffi-gh 2024-05-07 00:13:14 +02:00
parent c8cacafab5
commit 196a7010b6
2 changed files with 29 additions and 26 deletions

View file

@ -1,4 +1,4 @@
use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, SystemModificator, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
use winit::dpi::PhysicalSize;
use glam::Vec3;
use crate::{events::WindowResizedEvent, state::is_ingame};
@ -6,8 +6,7 @@ use crate::{events::WindowResizedEvent, state::is_ingame};
mod renderer;
pub use renderer::Renderer;
use self::{camera::CameraUniformBuffer, world::WorldRenderState};
pub mod background;
pub mod world;
pub mod camera;
pub mod depth;
@ -58,39 +57,18 @@ pub fn render_master(storages: AllStoragesViewMut) {
let surface_texture = renderer.surface().get_current_texture().unwrap();
let surface_view = surface_texture.texture.create_view(&wgpu::TextureViewDescriptor::default());
{
let bg = storages.borrow::<UniqueView<BackgroundColor>>().unwrap().0;
let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("rpass_background"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: bg.x as f64,
g: bg.y as f64,
b: bg.z as f64,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
}
let mut data = RenderCtx {
renderer: &renderer,
encoder: &mut encoder,
surface_view: &surface_view,
};
storages.run_with_data(background::clear_bg, &mut data);
if storages.run(is_ingame) {
storages.run_with_data(world::draw_world, &mut data);
}
renderer.queue().submit(std::iter::once(encoder.finish()));
renderer.queue().submit([encoder.finish()]);
surface_texture.present();
}

View file

@ -0,0 +1,25 @@
use shipyard::UniqueView;
use super::{BackgroundColor, RenderCtx};
pub fn clear_bg(
ctx: &mut RenderCtx,
bg: UniqueView<BackgroundColor>,
) {
let _rpass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("clear_bg"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: ctx.surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: bg.0.x as f64,
g: bg.0.y as f64,
b: bg.0.z as f64,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
}