mach: Create binding methods for all glfw methods in use and update
examples
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11 changed files with 62 additions and 24 deletions
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@ -19,7 +19,7 @@ vertex_buffer: gpu.Buffer,
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uniform_buffer: gpu.Buffer,
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bind_group: gpu.BindGroup,
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depth_texture: gpu.Texture,
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depth_size: glfw.Window.Size,
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depth_size: mach.Size,
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const App = @This();
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@ -30,13 +30,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void {
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if (action == .press) {
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switch (key) {
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.space => eng.core.internal.window.setShouldClose(true),
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.space => eng.core.setShouldClose(true),
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else => {},
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}
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}
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}
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}.callback);
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try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
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try engine.core.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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.label = "my vertex shader",
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@ -165,7 +165,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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},
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);
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const size = try engine.core.internal.window.getFramebufferSize();
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const size = try engine.core.getFramebufferSize();
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const depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.size = gpu.Extent3D{
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.width = size.width,
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@ -198,7 +198,7 @@ pub fn deinit(app: *App, _: *mach.Engine) void {
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pub fn update(app: *App, engine: *mach.Engine) !bool {
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// If window is resized, recreate depth buffer otherwise we cannot use it.
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const size = engine.core.internal.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
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const size = engine.core.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
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if (size.width != app.depth_size.width or size.height != app.depth_size.height) {
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app.depth_texture = engine.gpu_driver.device.createTexture(&gpu.Texture.Descriptor{
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.size = gpu.Extent3D{
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