examples: update to new Engine API
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50fe649ab1
commit
03491dfd27
9 changed files with 170 additions and 170 deletions
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@ -33,16 +33,16 @@ bind_group: gpu.BindGroup,
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texture_atlas_data: AtlasRGB8,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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try engine.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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const queue = engine.gpu_driver.device.getQueue();
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const queue = engine.device.getQueue();
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// TODO: Refactor texture atlas size number
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app.texture_atlas_data = try AtlasRGB8.init(engine.allocator, 1280);
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const atlas_size = gpu.Extent3D{ .width = app.texture_atlas_data.size, .height = app.texture_atlas_data.size };
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const atlas_float_size = @intToFloat(f32, app.texture_atlas_data.size);
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const texture = engine.gpu_driver.device.createTexture(&.{
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const texture = engine.device.createTexture(&.{
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.size = atlas_size,
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.format = .rgba8_unorm,
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.usage = .{
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@ -99,7 +99,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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app.texture_atlas_data.data,
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);
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const wsize = engine.core.getWindowSize();
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const wsize = engine.getWindowSize();
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const window_width = @intToFloat(f32, wsize.width);
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const window_height = @intToFloat(f32, wsize.height);
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const triangle_scale = 250;
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@ -114,12 +114,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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// try draw.quad(app, .{ 0, 0 }, .{ 480, 480 }, .{}, .{ .bottom_left = .{ 0, 0 }, .width_and_height = .{ 1, 1 } });
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// try draw.circle(app, .{ window_width / 2, window_height / 2 }, window_height / 2 - 10, .{ 0, 0.5, 0.75, 1.0 }, white_texture_uv_data);
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const vs_module = engine.gpu_driver.device.createShaderModule(&.{
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const vs_module = engine.device.createShaderModule(&.{
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.label = "my vertex shader",
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.code = .{ .wgsl = @embedFile("vert.wgsl") },
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});
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const fs_module = engine.gpu_driver.device.createShaderModule(&.{
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const fs_module = engine.device.createShaderModule(&.{
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.label = "my fragment shader",
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.code = .{ .wgsl = @embedFile("frag.wgsl") },
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});
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@ -138,7 +138,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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};
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const color_target = gpu.ColorTargetState{
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.format = engine.gpu_driver.swap_chain_format,
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.format = engine.swap_chain_format,
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.blend = &blend,
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.write_mask = gpu.ColorWriteMask.all,
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};
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@ -153,13 +153,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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const fbgle = gpu.BindGroupLayout.Entry.buffer(1, .{ .fragment = true }, .read_only_storage, true, 0);
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const sbgle = gpu.BindGroupLayout.Entry.sampler(2, .{ .fragment = true }, .filtering);
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const tbgle = gpu.BindGroupLayout.Entry.texture(3, .{ .fragment = true }, .float, .dimension_2d, false);
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const bgl = engine.gpu_driver.device.createBindGroupLayout(
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const bgl = engine.device.createBindGroupLayout(
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&gpu.BindGroupLayout.Descriptor{
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.entries = &.{ vbgle, fbgle, sbgle, tbgle },
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},
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);
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const bind_group_layouts = [_]gpu.BindGroupLayout{bgl};
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const pipeline_layout = engine.gpu_driver.device.createPipelineLayout(&.{
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const pipeline_layout = engine.device.createPipelineLayout(&.{
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.bind_group_layouts = &bind_group_layouts,
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});
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@ -185,30 +185,30 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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};
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const vertex_buffer = engine.gpu_driver.device.createBuffer(&.{
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const vertex_buffer = engine.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .vertex = true },
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.size = @sizeOf(draw.Vertex) * app.vertices.items.len,
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.mapped_at_creation = false,
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});
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const vertex_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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const vertex_uniform_buffer = engine.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(draw.VertexUniform),
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.mapped_at_creation = false,
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});
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const frag_uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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const frag_uniform_buffer = engine.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .storage = true },
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.size = @sizeOf(draw.FragUniform) * app.fragment_uniform_list.items.len,
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.mapped_at_creation = false,
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});
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const sampler = engine.gpu_driver.device.createSampler(&.{
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const sampler = engine.device.createSampler(&.{
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.mag_filter = .linear,
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.min_filter = .linear,
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});
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const bind_group = engine.gpu_driver.device.createBindGroup(
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const bind_group = engine.device.createBindGroup(
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&gpu.BindGroup.Descriptor{
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.layout = bgl,
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.entries = &.{
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@ -220,7 +220,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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);
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app.pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = queue;
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app.vertex_buffer = vertex_buffer;
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app.vertex_uniform_buffer = vertex_uniform_buffer;
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@ -247,17 +247,17 @@ pub fn deinit(app: *App, engine: *mach.Engine) void {
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}
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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while (engine.core.pollEvent()) |event| {
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while (engine.pollEvent()) |event| {
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switch (event) {
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.key_press => |ev| {
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if (ev.key == .space)
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engine.core.setShouldClose(true);
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engine.setShouldClose(true);
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},
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else => {},
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}
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}
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const back_buffer_view = engine.gpu_driver.swap_chain.?.getCurrentTextureView();
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const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
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const color_attachment = gpu.RenderPassColorAttachment{
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.view = back_buffer_view,
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.resolve_target = null,
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@ -266,7 +266,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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.store_op = .store,
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};
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const encoder = engine.gpu_driver.device.createCommandEncoder(null);
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const encoder = engine.device.createCommandEncoder(null);
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const render_pass_info = gpu.RenderPassEncoder.Descriptor{
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.color_attachments = &.{color_attachment},
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};
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@ -299,7 +299,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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app.queue.submit(&.{command});
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command.release();
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engine.gpu_driver.swap_chain.?.present();
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engine.swap_chain.?.present();
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back_buffer_view.release();
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return true;
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@ -324,7 +324,7 @@ pub fn getVertexUniformBufferObject(engine: *mach.Engine) !draw.VertexUniform {
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// On e.g. macOS, window size may be 640x480 while framebuffer size may be
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// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
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// coordinate system.
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const window_size = engine.core.getWindowSize();
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const window_size = engine.getWindowSize();
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const proj = zm.orthographicRh(
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@intToFloat(f32, window_size.width),
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@intToFloat(f32, window_size.height),
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