nightshade 0.8.0

A cross-platform data-oriented game engine.
Documentation
use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};

pub struct ScenePass;

impl ScenePass {
    pub fn new(
        _device: &wgpu::Device,
        _color_format: wgpu::TextureFormat,
        _depth_format: wgpu::TextureFormat,
    ) -> Self {
        Self
    }
}

impl PassNode<crate::ecs::world::World> for ScenePass {
    fn name(&self) -> &str {
        "scene_pass"
    }

    fn reads(&self) -> Vec<&str> {
        vec![]
    }

    fn writes(&self) -> Vec<&str> {
        vec![]
    }

    fn reads_writes(&self) -> Vec<&str> {
        vec!["color", "depth"]
    }

    fn prepare(
        &mut self,
        _device: &wgpu::Device,
        _queue: &wgpu::Queue,
        _world: &crate::ecs::world::World,
    ) {
    }

    fn execute<'r, 'e>(
        &mut self,
        context: PassExecutionContext<'r, 'e, crate::ecs::world::World>,
    ) -> crate::render::wgpu::rendergraph::Result<
        Vec<crate::render::wgpu::rendergraph::SubGraphRunCommand<'r>>,
    > {
        let (color_view, color_load, color_store) = context.get_color_attachment("color")?;
        let (depth_view, depth_load, depth_store) = context.get_depth_attachment("depth")?;

        let render_pass = context
            .encoder
            .begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Scene Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: color_view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: color_load,
                        store: color_store,
                    },
                    depth_slice: None,
                })],
                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
                    view: depth_view,
                    depth_ops: Some(wgpu::Operations {
                        load: depth_load,
                        store: depth_store,
                    }),
                    stencil_ops: None,
                }),
                timestamp_writes: None,
                occlusion_query_set: None,
            });

        drop(render_pass);

        Ok(context.into_sub_graph_commands())
    }
}