examples: update to new Engine API

This commit is contained in:
iddev5 2022-06-01 12:28:24 +05:30 committed by Stephen Gutekanst
parent 50fe649ab1
commit 03491dfd27
9 changed files with 170 additions and 170 deletions

View file

@ -33,19 +33,19 @@ const Dir = struct {
};
pub fn init(app: *App, engine: *mach.Engine) !void {
try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const eye = vec3(5.0, 7.0, 5.0);
const target = vec3(0.0, 0.0, 0.0);
const size = engine.core.getFramebufferSize();
const size = engine.getFramebufferSize();
const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
app.queue = engine.gpu_driver.device.getQueue();
app.queue = engine.device.getQueue();
app.cube = Cube.init(engine);
app.light = Light.init(engine);
app.depth = null;
app.camera = Camera.init(engine.gpu_driver.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0);
app.camera = Camera.init(engine.device, eye, target, vec3(0.0, 1.0, 0.0), aspect_ratio, 45.0, 0.1, 100.0);
}
pub fn deinit(app: *App, _: *mach.Engine) void {
@ -53,10 +53,10 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
}
pub fn update(app: *App, engine: *mach.Engine) !bool {
while (engine.core.pollEvent()) |event| {
while (engine.pollEvent()) |event| {
switch (event) {
.key_press => |ev| switch (ev.key) {
.q, .escape, .space => engine.core.setShouldClose(true),
.q, .escape, .space => engine.setShouldClose(true),
.w, .up => {
app.keys |= Dir.up;
},
@ -108,10 +108,10 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
const light_speed = @floatCast(f32, engine.delta_time * 2.5);
app.light.update(app.queue, light_speed);
const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
defer back_buffer_view.release();
const encoder = engine.gpu_driver.device.createCommandEncoder(null);
const encoder = engine.device.createCommandEncoder(null);
defer encoder.release();
const color_attachment = gpu.RenderPassColorAttachment{
@ -168,7 +168,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
defer command.release();
app.queue.submit(&.{command});
engine.gpu_driver.swap_chain.?.present();
engine.swap_chain.?.present();
return true;
}
@ -179,7 +179,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
app.depth.?.release();
}
// It also recreates the sampler, which is a waste, but for an example it's ok
app.depth = Texture.depth(engine.gpu_driver.device, width, height);
app.depth = Texture.depth(engine.device, width, height);
}
const Camera = struct {
@ -283,7 +283,7 @@ const Cube = struct {
const DISPLACEMENT = vec3u(IPR * SPACING / 2, 0, IPR * SPACING / 2);
fn init(engine: *mach.Engine) Self {
const device = engine.gpu_driver.device;
const device = engine.device;
const texture = Brick.texture(device);
@ -326,7 +326,7 @@ const Cube = struct {
}
fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
const device = engine.gpu_driver.device;
const device = engine.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layouts = &.{
@ -358,7 +358,7 @@ const Cube = struct {
};
const color_target = gpu.ColorTargetState{
.format = engine.gpu_driver.swap_chain_format,
.format = engine.swap_chain_format,
.write_mask = gpu.ColorWriteMask.all,
.blend = &blend,
};
@ -732,7 +732,7 @@ const Light = struct {
};
fn init(engine: *mach.Engine) Self {
const device = engine.gpu_driver.device;
const device = engine.device;
const uniform = .{
.color = vec3u(1, 1, 1),
.position = vec3u(3, 7, 2),
@ -779,7 +779,7 @@ const Light = struct {
}
fn pipeline(engine: *mach.Engine) gpu.RenderPipeline {
const device = engine.gpu_driver.device;
const device = engine.device;
const layout_descriptor = gpu.PipelineLayout.Descriptor{
.bind_group_layouts = &.{
@ -810,7 +810,7 @@ const Light = struct {
};
const color_target = gpu.ColorTargetState{
.format = engine.gpu_driver.swap_chain_format,
.format = engine.swap_chain_format,
.write_mask = gpu.ColorWriteMask.all,
.blend = &blend,
};