Mercurial > games > semicongine
diff examples/E02_squares.nim @ 1140:5934c5615f13
did: update all examples to work with latest refactoring
author | sam <sam@basx.dev> |
---|---|
date | Sat, 08 Jun 2024 15:16:17 +0700 |
parents | 114f395b9144 |
children |
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--- a/examples/E02_squares.nim Sat Jun 08 14:58:25 2024 +0700 +++ b/examples/E02_squares.nim Sat Jun 08 15:16:17 2024 +0700 @@ -43,16 +43,16 @@ const - shaderConfiguration = createShaderConfiguration( + shaderConfiguration = CreateShaderConfiguration( name = "default shader", inputs = [ - attr[Vec3f]("position"), - attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), - attr[uint32]("index"), + Attr[Vec3f]("position"), + Attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), + Attr[uint32]("index"), ], - intermediates = [attr[Vec4f]("outcolor")], - uniforms = [attr[float32]("time")], - outputs = [attr[Vec4f]("color")], + intermediates = [Attr[Vec4f]("outcolor")], + uniforms = [Attr[float32]("time")], + outputs = [Attr[Vec4f]("color")], vertexCode = """ float pos_weight = index / 100.0; // add some gamma correction? float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5; @@ -68,22 +68,22 @@ "color": Vec4F32, "index": UInt32, }.toTable) - var squaremesh = newMesh( + var squaremesh = NewMesh( positions = vertices, indices = indices, colors = colors, ) - squaremesh[].initVertexAttribute("index", iValues.toSeq) + squaremesh[].InitVertexAttribute("index", iValues.toSeq) squaremesh.material = matDef.InitMaterialData(name = "default") - var myengine = initEngine("Squares") - myengine.initRenderer({matDef: shaderConfiguration}) + var myengine = InitEngine("Squares") + myengine.InitRenderer({matDef: shaderConfiguration}) var scene = Scene(name: "scene", meshes: @[squaremesh]) - scene.addShaderGlobal("time", 0.0'f32) - myengine.loadScene(scene) + scene.AddShaderGlobal("time", 0.0'f32) + myengine.LoadScene(scene) while myengine.UpdateInputs() and not KeyWasPressed(Escape): - scene.setShaderGlobal("time", getShaderGlobal[float32](scene, "time") + 0.0005'f) - myengine.renderScene(scene) + scene.SetShaderGlobal("time", GetShaderGlobal[float32](scene, "time") + 0.0005'f) + myengine.RenderScene(scene) - myengine.destroy() + myengine.Destroy()