Add black background
This commit is contained in:
parent
705f498daa
commit
77c5c23cf5
3 changed files with 20 additions and 10 deletions
|
|
@ -93,7 +93,7 @@ init_grid_material :: proc(render_system: ^RenderSystem) {
|
|||
|
||||
sampler := sg.make_sampler({})
|
||||
|
||||
render_system.materials[.GridTexture] = Material{
|
||||
render_system.materials[.Grid] = Material{
|
||||
shader = shader,
|
||||
pipeline = pipeline,
|
||||
image = image,
|
||||
|
|
@ -158,7 +158,7 @@ init_cube_mesh :: proc (render_system: ^RenderSystem) {
|
|||
data = sg_range(cube_indices),
|
||||
})
|
||||
|
||||
render_system.meshes[.CubeMesh] = Mesh{
|
||||
render_system.meshes[.Cube] = Mesh{
|
||||
vertex_buffer = vertex_buffer,
|
||||
index_buffer = index_buffer,
|
||||
}
|
||||
|
|
@ -182,11 +182,11 @@ render_system_init :: proc(render_system: ^RenderSystem, camera_entity: EntityID
|
|||
}
|
||||
|
||||
render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
|
||||
cube_mesh := render_system.meshes[.CubeMesh]
|
||||
cube_mesh := render_system.meshes[.Cube]
|
||||
sg.destroy_buffer(cube_mesh.index_buffer)
|
||||
sg.destroy_buffer(cube_mesh.vertex_buffer)
|
||||
|
||||
grid_material := render_system.materials[.GridTexture]
|
||||
grid_material := render_system.materials[.Grid]
|
||||
sg.destroy_image(grid_material.image)
|
||||
sg.destroy_sampler(grid_material.sampler)
|
||||
sg.destroy_pipeline(grid_material.pipeline)
|
||||
|
|
@ -203,8 +203,18 @@ render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordin
|
|||
|
||||
proj := linalg.matrix4_perspective_f32(70, sa.widthf() / sa.heightf(), 0.001, 1000)
|
||||
view := linalg.matrix4_look_at_f32(camera.position, camera.target, { 0, 1, 0 } )
|
||||
|
||||
sg.begin_pass({ swapchain = sh.glue_swapchain() })
|
||||
|
||||
BACKGROUND_COLOR :: sg.Color{ 0, 0, 0, 1 }
|
||||
CLEAR_SCREEN_ACTION :: sg.Pass_Action{
|
||||
colors = {
|
||||
0 = {
|
||||
load_action = .CLEAR,
|
||||
clear_value = BACKGROUND_COLOR,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sg.begin_pass({ swapchain = sh.glue_swapchain(), action = CLEAR_SCREEN_ACTION })
|
||||
|
||||
for entity in render_system.entities {
|
||||
transform := coordinator_get_component(TransformComponent, coordinator, entity)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue