diff examples/E03_hello_cube.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 d3e014c3551c
line wrap: on
line diff
--- a/examples/E03_hello_cube.nim	Sat Jun 08 14:58:25 2024 +0700
+++ b/examples/E03_hello_cube.nim	Sat Jun 08 15:16:17 2024 +0700
@@ -40,45 +40,45 @@
   tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
 
 when isMainModule:
-  var myengine = initEngine("Hello cube")
+  var myengine = InitEngine("Hello cube")
 
   const
-    shaderConfiguration = createShaderConfiguration(
+    shaderConfiguration = CreateShaderConfiguration(
       name = "default shader",
       inputs = [
-        attr[Vec3f]("position"),
-        attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite),
+        Attr[Vec3f]("position"),
+        Attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite),
       ],
-      intermediates = [attr[Vec4f]("outcolor")],
+      intermediates = [Attr[Vec4f]("outcolor")],
       uniforms = [
-        attr[Mat4]("projection"),
-        attr[Mat4]("view"),
-        attr[Mat4]("model"),
+        Attr[Mat4]("projection"),
+        Attr[Mat4]("view"),
+        Attr[Mat4]("model"),
       ],
-      outputs = [attr[Vec4f]("color")],
+      outputs = [Attr[Vec4f]("color")],
       vertexCode = """outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""",
       fragmentCode = "color = outcolor;",
     )
   var matDef = MaterialType(name: "default material", vertexAttributes: {"position": Vec3F32, "color": Vec4F32}.toTable)
-  var cube = Scene(name: "scene", meshes: @[newMesh(positions = cube_pos, indices = tris, colors = cube_color, material = matDef.InitMaterialData(name = "default"))])
-  cube.addShaderGlobal("projection", Unit4f32)
-  cube.addShaderGlobal("view", Unit4f32)
-  cube.addShaderGlobal("model", Unit4f32)
-  myengine.initRenderer({matDef: shaderConfiguration})
-  myengine.loadScene(cube)
+  var cube = Scene(name: "scene", meshes: @[NewMesh(positions = cube_pos, indices = tris, colors = cube_color, material = matDef.InitMaterialData(name = "default"))])
+  cube.AddShaderGlobal("projection", Unit4f32)
+  cube.AddShaderGlobal("view", Unit4f32)
+  cube.AddShaderGlobal("model", Unit4f32)
+  myengine.InitRenderer({matDef: shaderConfiguration})
+  myengine.LoadScene(cube)
 
   var t: float32 = cpuTime()
   while myengine.UpdateInputs() and not KeyWasPressed(Escape):
-    setShaderGlobal(cube, "model", translate(0'f32, 0'f32, 10'f32) * rotate(t, Yf32))
-    setShaderGlobal(cube, "projection",
-      perspective(
+    SetShaderGlobal(cube, "model", Translate(0'f32, 0'f32, 10'f32) * Rotate(t, Yf32))
+    SetShaderGlobal(cube, "projection",
+      Perspective(
         float32(PI / 4),
-        float32(myengine.GetWindow().size[0]) / float32(myengine.GetWindow().size[1]),
+        float32(myengine.GetWindow().Size[0]) / float32(myengine.GetWindow().Size[1]),
         0.1'f32,
         100'f32
       )
     )
     t = cpuTime()
-    myengine.renderScene(cube)
+    myengine.RenderScene(cube)
 
-  myengine.destroy()
+  myengine.Destroy()