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authorJon Santmyer <jon@jonsantmyer.com>2026-04-22 15:40:32 -0400
committerJon Santmyer <jon@jonsantmyer.com>2026-04-22 15:40:32 -0400
commit25255a8b9147d27aa40b28d6aadb62c0ab275d32 (patch)
tree2d2ec324de7c0c16c098d85746ab060edb536f76 /src/window.rs
parent3d3864171785c589872bf23faaaa3a421f56ee4e (diff)
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simplify rendering pipeline. add gridlines to tacmap
Diffstat (limited to 'src/window.rs')
-rw-r--r--src/window.rs16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/window.rs b/src/window.rs
index 28c69f8..3b090ff 100644
--- a/src/window.rs
+++ b/src/window.rs
@@ -8,7 +8,7 @@ use winit::keyboard::KeyCode;
use crate::tacmap::TacticalMap;
use crate::{GameState, SystemicApp, ui};
use crate::solar_system::{SolarSystem, SystemId};
-use crate::wgpuctx::{RenderPassBuilder, WgpuCtx};
+use crate::wgpuctx::{RenderPassBuilder, SceneCtx, WgpuCtx};
use crate::eguictx::EguiCtx;
pub struct GameWindow
@@ -58,7 +58,7 @@ impl GameWindow
eguictx: eguictx,
tactical_map: tacmap,
- ui_state: Default::default()
+ ui_state: ui_state
})
}
@@ -100,12 +100,12 @@ impl GameWindow
game_state,
self.ui_state.current_system)?;
- let mut encoder = self.wgpuctx.create_default_encoder("Systemic window command encoder");
let view = self.wgpuctx.prepare_surface(&wgpu::TextureViewDescriptor::default())?;
+ let mut scene = SceneCtx::from_view_default(&self.wgpuctx, &view, Some("Systemic window scene"));
{
- let mut pass = RenderPassBuilder::new("Systemic window render pass", &view)
- .clear_color(wgpu::Color { r: 1.0, g: 1.0, b: 1.0, a: 1.0 })
- .build(&mut encoder);
+ let mut pass = RenderPassBuilder::new(Some("Systemic window render pass"), &view)
+ .clear_color(wgpu::Color { r: 0.0, g: 0.0, b: 0.0, a: 1.0 })
+ .build_from_scene(&mut scene);
//Draw the tactical map canvas.
self.tactical_map.present(&mut pass)?;
@@ -117,11 +117,11 @@ impl GameWindow
self.eguictx.present(
&self.window,
&self.wgpuctx,
- &mut encoder,
+ scene.encoder_mut(),
&view);
}
- self.wgpuctx.submit_encoder(encoder);
+ scene.submit(&self.wgpuctx);
self.wgpuctx.present_surface();
self.window.request_redraw();