examples: update to new Engine API
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50fe649ab1
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03491dfd27
9 changed files with 170 additions and 170 deletions
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@ -23,9 +23,9 @@ bind_group: gpu.BindGroup,
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pub fn init(app: *App, engine: *mach.Engine) !void {
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timer = try mach.Timer.start();
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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 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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@ -41,7 +41,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.attributes = &vertex_attributes,
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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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@ -59,7 +59,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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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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@ -71,14 +71,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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};
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const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
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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 = &.{bgle},
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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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@ -104,7 +104,7 @@ 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 = .{ .vertex = true },
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.size = @sizeOf(Vertex) * vertices.len,
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.mapped_at_creation = true,
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@ -113,12 +113,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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std.mem.copy(Vertex, vertex_mapped, vertices[0..]);
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vertex_buffer.unmap();
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const uniform_buffer = engine.gpu_driver.device.createBuffer(&.{
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const uniform_buffer = engine.device.createBuffer(&.{
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.usage = .{ .copy_dst = true, .uniform = true },
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.size = @sizeOf(UniformBufferObject),
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.mapped_at_creation = false,
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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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@ -127,8 +127,8 @@ 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.queue = engine.gpu_driver.device.getQueue();
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app.pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
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app.queue = engine.device.getQueue();
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app.vertex_buffer = vertex_buffer;
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app.uniform_buffer = uniform_buffer;
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app.bind_group = bind_group;
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@ -146,17 +146,17 @@ pub fn deinit(app: *App, _: *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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@ -165,7 +165,7 @@ 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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.depth_stencil_attachment = null,
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@ -181,7 +181,7 @@ pub fn update(app: *App, engine: *mach.Engine) !bool {
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);
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const proj = zm.perspectiveFovRh(
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(std.math.pi / 4.0),
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@intToFloat(f32, engine.gpu_driver.current_desc.width) / @intToFloat(f32, engine.gpu_driver.current_desc.height),
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@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
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0.1,
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10,
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);
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@ -205,7 +205,7 @@ 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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