Mercurial > games > semicongine
diff tests/test_gltf.nim @ 1280:a89a70ea3da2
did: undo part of stupid API renaming a few weeks back ;(
author | sam <sam@basx.dev> |
---|---|
date | Mon, 29 Jul 2024 15:49:37 +0700 |
parents | 01138e6257dd |
children | c09cdff9a97e |
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--- a/tests/test_gltf.nim Mon Jul 29 15:04:52 2024 +0700 +++ b/tests/test_gltf.nim Mon Jul 29 15:49:37 2024 +0700 @@ -19,14 +19,14 @@ normal: Mat4 projection: Mat4 Material = object - color: Vec4f = NewVec4f(1, 1, 1, 1) + color: Vec4f = vec4(1, 1, 1, 1) # colorTexture: int32 = -1 metallic: float32 = 0 roughness: float32 = 0 # metallicRoughnessTexture: int32 = -1 # normalTexture: int32 = -1 # occlusionTexture: int32 = -1 - emissive: Vec4f = NewVec4f(0, 0, 0, 0) + emissive: Vec4f = vec4(0, 0, 0, 0) # emissiveTexture: int32 = -1 MainDescriptors = object materials: array[32, GPUValue[Material, UniformBuffer]] @@ -125,7 +125,7 @@ descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer) for mesh in mitems(gltfData.meshes): for primitive in mitems(mesh): - primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, NewVec4f(1, 1, 1, 1)), VertexBuffer) + primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, vec4(1, 1, 1, 1)), VertexBuffer) renderdata.AssignBuffers(primitive[0]) renderdata.AssignBuffers(descriptors) @@ -169,21 +169,21 @@ if KeyIsDown(A): sideward -= 2 if KeyIsDown(D): sideward += 2 - let camDir = (Rotate(camYaw, Y) * Rotate(camPitch, X)) * Z - let camDirSide = camDir.Cross(-Y).Normalized + let camDir = (rotate(camYaw, Y) * rotate(camPitch, X)) * Z + let camDirSide = camDir.cross(-Y).normalized camPos += camDir * forward * dt camPos += camDirSide * sideward * dt - let view = Rotate(-camPitch, X) * Rotate(-camYaw, Y) * Translate(-camPos) + let view = rotate(-camPitch, X) * rotate(-camYaw, Y) * translate(-camPos) descriptors.data.camera.data.view = view descriptors.data.camera.data.normal = view - descriptors.data.camera.data.projection = Projection(PI / 2, aspect = GetAspectRatio(), zNear = 0.01, zFar = 20) + descriptors.data.camera.data.projection = projection(PI / 2, aspect = GetAspectRatio(), zNear = 0.01, zFar = 20) UpdateGPUBuffer(descriptors.data.camera) WithNextFrame(framebuffer, commandbuffer): - WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): + WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): WithPipeline(commandbuffer, pipeline): WithBind(commandbuffer, (descriptors, ), pipeline): @@ -192,7 +192,7 @@ commandbuffer = commandbuffer, pipeline = pipeline, nodeId = nodeId, - transform = Rotate(PI / 2, Z) + transform = rotate(PI / 2, Z) ) # cleanup