examples: update to new Engine API
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50fe649ab1
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9 changed files with 170 additions and 170 deletions
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@ -26,9 +26,9 @@ const App = @This();
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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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@ -44,7 +44,7 @@ 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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@ -62,7 +62,7 @@ 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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@ -96,9 +96,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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.cull_mode = .back,
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},
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};
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const pipeline = engine.gpu_driver.device.createRenderPipeline(&pipeline_descriptor);
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const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
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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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@ -108,14 +108,14 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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vertex_buffer.unmap();
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// Create a sampler with linear filtering for smooth interpolation.
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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 queue = engine.gpu_driver.device.getQueue();
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const queue = engine.device.getQueue();
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const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png"));
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const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
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const cube_texture = engine.gpu_driver.device.createTexture(&.{
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const cube_texture = engine.device.createTexture(&.{
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.size = img_size,
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.format = .rgba8_unorm,
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.usage = .{
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@ -138,13 +138,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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else => @panic("unsupported image color format"),
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}
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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 = pipeline.getBindGroupLayout(0),
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.entries = &.{
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@ -176,17 +176,17 @@ 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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.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
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@ -194,7 +194,7 @@ 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 = &.{
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@ -215,7 +215,7 @@ 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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@ -239,7 +239,7 @@ 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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@ -251,7 +251,7 @@ pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
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app.depth_texture.?.release();
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app.depth_texture_view.release();
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}
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app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
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.size = gpu.Extent3D{
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.width = width,
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.height = height,
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