mach: Create binding methods for all glfw methods in use and update

examples
This commit is contained in:
iddev5 2022-05-12 12:54:01 +05:30 committed by Stephen Gutekanst
parent 9106a9839d
commit 8b46f46cf8
11 changed files with 62 additions and 24 deletions

View file

@ -23,7 +23,7 @@ cube: Cube,
camera: Camera, camera: Camera,
light: Light, light: Light,
depth: Texture, depth: Texture,
depth_size: glfw.Window.Size, depth_size: mach.Size,
keys: u8 = 0, keys: u8 = 0,
const Dir = struct { const Dir = struct {
@ -48,12 +48,12 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
// } // }
// } // }
// }.callback); // }.callback);
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const eye = vec3(5.0, 7.0, 5.0); const eye = vec3(5.0, 7.0, 5.0);
const target = vec3(0.0, 0.0, 0.0); const target = vec3(0.0, 0.0, 0.0);
const size = try engine.core.internal.window.getFramebufferSize(); const size = try engine.core.getFramebufferSize();
const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height); const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
app.queue = engine.gpu_driver.device.getQueue(); app.queue = engine.gpu_driver.device.getQueue();
@ -68,7 +68,7 @@ pub fn deinit(_: *App, _: *mach.Engine) void {}
pub fn update(app: *App, engine: *mach.Engine) !bool { pub fn update(app: *App, engine: *mach.Engine) !bool {
// If window is resized, recreate depth buffer otherwise we cannot use it. // If window is resized, recreate depth buffer otherwise we cannot use it.
const size = engine.core.internal.window.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this const size = engine.core.getFramebufferSize() catch unreachable; // TODO: return type inference can't handle this
if (size.width != app.depth_size.width or size.height != app.depth_size.height) { if (size.width != app.depth_size.width or size.height != app.depth_size.height) {
app.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height); app.depth = Texture.depth(engine.gpu_driver.device, size.width, size.height);
app.depth_size = size; app.depth_size = size;
@ -874,7 +874,7 @@ const Instance = struct {
fn keyCallback(app: *App, engine: *mach.Engine, key: mach.Key, action: mach.Action) void { fn keyCallback(app: *App, engine: *mach.Engine, key: mach.Key, action: mach.Action) void {
if (action == .press) { if (action == .press) {
switch (key) { switch (key) {
.q, .escape, .space => engine.core.internal.window.setShouldClose(true), .q, .escape, .space => engine.core.setShouldClose(true),
.w, .up => { .w, .up => {
app.keys |= Dir.up; app.keys |= Dir.up;
}, },

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@ -44,13 +44,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void { fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void {
if (action == .press) { if (action == .press) {
switch (key) { switch (key) {
.space => eng.core.internal.window.setShouldClose(true), .space => eng.core.setShouldClose(true),
else => {}, else => {},
} }
} }
} }
}.callback); }.callback);
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = engine.gpu_driver.device.createShaderModule(&.{ const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",

View file

@ -50,19 +50,17 @@ frag_uniform_buffer: gpu.Buffer,
bind_group: gpu.BindGroup, bind_group: gpu.BindGroup,
pub fn init(app: *App, engine: *mach.Engine) !void { pub fn init(app: *App, engine: *mach.Engine) !void {
engine.core.internal.window.setKeyCallback(struct { engine.core.setKeyCallback(struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void { fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void {
_ = scancode;
_ = mods;
if (action == .press) { if (action == .press) {
switch (key) { switch (key) {
.space => window.setShouldClose(true), .space => eng.core.setShouldClose(true),
else => {}, else => {},
} }
} }
} }
}.callback); }.callback);
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = engine.gpu_driver.device.createShaderModule(&.{ const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",

View file

@ -27,13 +27,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void { fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void {
if (action == .press) { if (action == .press) {
switch (key) { switch (key) {
.space => eng.core.internal.window.setShouldClose(true), .space => eng.core.setShouldClose(true),
else => {}, else => {},
} }
} }
} }
}.callback); }.callback);
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = engine.gpu_driver.device.createShaderModule(&.{ const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",

View file

@ -28,13 +28,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void { fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void {
if (action == .press) { if (action == .press) {
switch (key) { switch (key) {
.space => eng.core.internal.window.setShouldClose(true), .space => eng.core.setShouldClose(true),
else => {}, else => {},
} }
} }
} }
}.callback); }.callback);
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = engine.gpu_driver.device.createShaderModule(&.{ const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",

View file

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

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@ -28,13 +28,13 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void { fn callback(_: *App, eng: *mach.Engine, key: mach.Key, action: mach.Action) void {
if (action == .press) { if (action == .press) {
switch (key) { switch (key) {
.space => eng.core.internal.window.setShouldClose(true), .space => eng.core.setShouldClose(true),
else => {}, else => {},
} }
} }
} }
}.callback); }.callback);
try engine.core.internal.window.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null }); try engine.core.setSizeLimits(.{ .width = 20, .height = 20 }, .{ .width = null, .height = null });
const vs_module = engine.gpu_driver.device.createShaderModule(&.{ const vs_module = engine.gpu_driver.device.createShaderModule(&.{
.label = "my vertex shader", .label = "my vertex shader",

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@ -3,6 +3,7 @@ const Allocator = std.mem.Allocator;
const glfw = @import("glfw"); const glfw = @import("glfw");
const gpu = @import("gpu"); const gpu = @import("gpu");
const App = @import("app"); const App = @import("app");
const structs = @import("structs.zig");
const enums = @import("enums.zig"); const enums = @import("enums.zig");
pub const VSyncMode = enum { pub const VSyncMode = enum {
@ -71,6 +72,18 @@ timer: std.time.Timer,
pub const Core = struct { pub const Core = struct {
internal: GetCoreInternalType(), internal: GetCoreInternalType(),
pub fn setShouldClose(core: *Core, value: bool) void {
core.internal.setShouldClose(value);
}
pub fn getFramebufferSize(core: *Core) !structs.Size {
return core.internal.getFramebufferSize();
}
pub fn setSizeLimits(core: *Core, min: structs.SizeOptional, max: structs.SizeOptional) !void {
return core.internal.setSizeLimits(min, max);
}
pub fn setKeyCallback(core: *Core, comptime cb: fn (app: *App, engine: *Engine, key: enums.Key, action: enums.Action) void) void { pub fn setKeyCallback(core: *Core, comptime cb: fn (app: *App, engine: *Engine, key: enums.Key, action: enums.Action) void) void {
core.internal.setKeyCallback(cb); core.internal.setKeyCallback(cb);
} }

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@ -1,2 +1,3 @@
pub usingnamespace @import("structs.zig");
pub usingnamespace @import("enums.zig"); pub usingnamespace @import("enums.zig");
pub const Engine = @import("Engine.zig"); pub const Engine = @import("Engine.zig");

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@ -3,6 +3,7 @@ const glfw = @import("glfw");
const gpu = @import("gpu"); const gpu = @import("gpu");
const App = @import("app"); const App = @import("app");
const Engine = @import("Engine.zig"); const Engine = @import("Engine.zig");
const structs = @import("structs.zig");
const enums = @import("enums.zig"); const enums = @import("enums.zig");
const util = @import("util.zig"); const util = @import("util.zig");
const c = @import("c.zig").c; const c = @import("c.zig").c;
@ -50,6 +51,22 @@ pub const CoreGlfw = struct {
self.window.setUserPointer(&self.user_ptr); self.window.setUserPointer(&self.user_ptr);
} }
pub fn setShouldClose(self: *CoreGlfw, value: bool) void {
self.window.setShouldClose(value);
}
pub fn getFramebufferSize(self: *CoreGlfw) !structs.Size {
const size = try self.window.getFramebufferSize();
return @bitCast(structs.Size, size);
}
pub fn setSizeLimits(self: *CoreGlfw, min: structs.SizeOptional, max: structs.SizeOptional) !void {
try self.window.setSizeLimits(
@bitCast(glfw.Window.SizeOptional, min),
@bitCast(glfw.Window.SizeOptional, max),
);
}
pub fn setKeyCallback(self: *CoreGlfw, comptime cb: fn (app: *App, engine: *Engine, key: enums.Key, action: enums.Action) void) void { pub fn setKeyCallback(self: *CoreGlfw, comptime cb: fn (app: *App, engine: *Engine, key: enums.Key, action: enums.Action) void) void {
const callback = struct { const callback = struct {
fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void { fn callback(window: glfw.Window, key: glfw.Key, scancode: i32, action: glfw.Action, mods: glfw.Mods) void {

9
src/structs.zig Normal file
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@ -0,0 +1,9 @@
pub const Size = struct {
width: u32,
height: u32,
};
pub const SizeOptional = struct {
width: ?u32,
height: ?u32,
};