{examples,shaderexp}: rename mach.Engine -> mach.Core

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2022-07-04 19:46:27 -07:00 committed by Stephen Gutekanst
parent e79c9e075a
commit 1b97c9f1e5
10 changed files with 263 additions and 263 deletions

View file

@ -23,14 +23,14 @@ depth_texture_view: gpu.TextureView,
const App = @This();
pub fn init(app: *App, engine: *mach.Engine) !void {
pub fn init(app: *App, core: *mach.Core) !void {
timer = try mach.Timer.start();
try engine.setOptions(.{
try core.setOptions(.{
.size_min = .{ .width = 20, .height = 20 },
});
const vs_module = engine.device.createShaderModule(&.{
const vs_module = core.device.createShaderModule(&.{
.label = "my vertex shader",
.code = .{ .wgsl = @embedFile("vert.wgsl") },
});
@ -46,7 +46,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.attributes = &vertex_attributes,
};
const fs_module = engine.device.createShaderModule(&.{
const fs_module = core.device.createShaderModule(&.{
.label = "my fragment shader",
.code = .{ .wgsl = @embedFile("frag.wgsl") },
});
@ -64,7 +64,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
},
};
const color_target = gpu.ColorTargetState{
.format = engine.swap_chain_format,
.format = core.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMask.all,
};
@ -98,9 +98,9 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
.cull_mode = .back,
},
};
const pipeline = engine.device.createRenderPipeline(&pipeline_descriptor);
const pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
const vertex_buffer = engine.device.createBuffer(&.{
const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
@ -110,15 +110,15 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
vertex_buffer.unmap();
// Create a sampler with linear filtering for smooth interpolation.
const sampler = engine.device.createSampler(&.{
const sampler = core.device.createSampler(&.{
.mag_filter = .linear,
.min_filter = .linear,
});
const queue = engine.device.getQueue();
const img = try zigimg.Image.fromMemory(engine.allocator, @embedFile("../assets/gotta-go-fast.png"));
const queue = core.device.getQueue();
const img = try zigimg.Image.fromMemory(core.allocator, @embedFile("../assets/gotta-go-fast.png"));
defer img.deinit();
const img_size = gpu.Extent3D{ .width = @intCast(u32, img.width), .height = @intCast(u32, img.height) };
const cube_texture = engine.device.createTexture(&.{
const cube_texture = core.device.createTexture(&.{
.size = img_size,
.format = .rgba8_unorm,
.usage = .{
@ -134,20 +134,20 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
switch (img.pixels.?) {
.Rgba32 => |pixels| queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, pixels),
.Rgb24 => |pixels| {
const data = try rgb24ToRgba32(engine.allocator, pixels);
defer data.deinit(engine.allocator);
const data = try rgb24ToRgba32(core.allocator, pixels);
defer data.deinit(core.allocator);
queue.writeTexture(&.{ .texture = cube_texture }, &data_layout, &img_size, zigimg.color.Rgba32, data.Rgba32);
},
else => @panic("unsupported image color format"),
}
const uniform_buffer = engine.device.createBuffer(&.{
const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false,
});
const bind_group = engine.device.createBindGroup(
const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor{
.layout = pipeline.getBindGroupLayout(0),
.entries = &.{
@ -170,7 +170,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
fs_module.release();
}
pub fn deinit(app: *App, _: *mach.Engine) void {
pub fn deinit(app: *App, _: *mach.Core) void {
app.vertex_buffer.release();
app.uniform_buffer.release();
app.bind_group.release();
@ -178,18 +178,18 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
app.depth_texture_view.release();
}
pub fn update(app: *App, engine: *mach.Engine) !void {
while (engine.pollEvent()) |event| {
pub fn update(app: *App, core: *mach.Core) !void {
while (core.pollEvent()) |event| {
switch (event) {
.key_press => |ev| {
if (ev.key == .space)
engine.setShouldClose(true);
core.setShouldClose(true);
},
else => {},
}
}
const back_buffer_view = engine.swap_chain.?.getCurrentTextureView();
const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = .{ .r = 0.5, .g = 0.5, .b = 0.5, .a = 0.0 },
@ -197,7 +197,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
.store_op = .store,
};
const encoder = engine.device.createCommandEncoder(null);
const encoder = core.device.createCommandEncoder(null);
const render_pass_info = gpu.RenderPassEncoder.Descriptor{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = &.{
@ -218,7 +218,7 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
);
const proj = zm.perspectiveFovRh(
(std.math.pi / 4.0),
@intToFloat(f32, engine.current_desc.width) / @intToFloat(f32, engine.current_desc.height),
@intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
0.1,
10,
);
@ -242,17 +242,17 @@ pub fn update(app: *App, engine: *mach.Engine) !void {
app.queue.submit(&.{command});
command.release();
engine.swap_chain.?.present();
core.swap_chain.?.present();
back_buffer_view.release();
}
pub fn resize(app: *App, engine: *mach.Engine, width: u32, height: u32) !void {
pub fn resize(app: *App, core: *mach.Core, width: u32, height: u32) !void {
// If window is resized, recreate depth buffer otherwise we cannot use it.
if (app.depth_texture != null) {
app.depth_texture.?.release();
app.depth_texture_view.release();
}
app.depth_texture = engine.device.createTexture(&gpu.Texture.Descriptor{
app.depth_texture = core.device.createTexture(&gpu.Texture.Descriptor{
.size = gpu.Extent3D{
.width = width,
.height = height,