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fixed samples wrt latest api changes

Nicolas Cannasse 1 年之前
父节点
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7923ea2ddb
共有 7 个文件被更改,包括 18 次插入16 次删除
  1. 2 0
      hxd/net/Socket.hx
  2. 1 1
      samples/Helpers.hx
  3. 3 3
      samples/Interactive.hx
  4. 4 4
      samples/Lights.hx
  5. 1 1
      samples/MeshBatch.hx
  6. 1 1
      samples/Pbr.hx
  7. 6 6
      samples/ShaderAdvanced.hx

+ 2 - 0
hxd/net/Socket.hx

@@ -41,6 +41,8 @@ class Socket {
 	public var out(default, null) : SocketOutput;
 	public var input(default, null) : SocketInput;
 	public var timeout(default, set) : Null<Float>;
+	
+	public static inline var ALLOW_BIND = #if (hl || (nodejs && hxnodejs)) true #else false #end;
 
 	public function new() {
 		out = new SocketOutput();

+ 1 - 1
samples/Helpers.hx

@@ -117,7 +117,7 @@ class PointLightHelper extends h3d.scene.Mesh {
 		prim.addNormals();
 		prim.addUVs();
 		super( prim, light );
-		material.color = light.color;
+		material.color = light.color.toVector4();
 		material.mainPass.wireframe = true;
 	}
 }

+ 3 - 3
samples/Interactive.hx

@@ -66,7 +66,7 @@ class Interactive extends SampleApp {
 
 			m.material.shadows = true;
 			var c = 0.3 + rnd.rand() * 0.3;
-			var color = new h3d.Vector(c, c * 0.6, c * 0.6);
+			var color = new h3d.Vector4(c, c * 0.6, c * 0.6);
 			m.material.color.load(color);
 
 			var interact = new h3d.scene.Interactive(m.getCollider(), s3d);
@@ -89,7 +89,7 @@ class Interactive extends SampleApp {
 
 			m.material.shadows = true;
 			var c = 0.3 + rnd.rand() * 0.3;
-			var color = new h3d.Vector(c, c * 0.6, c * 0.6);
+			var color = new h3d.Vector4(c, c * 0.6, c * 0.6);
 			m.material.color.load(color);
 
 			var p1 = new h3d.col.Point(0, 0, cheight);
@@ -113,7 +113,7 @@ class Interactive extends SampleApp {
 
 			m.material.shadows = true;
 			var c = 0.3 + rnd.rand() * 0.3;
-			var color = new h3d.Vector(c, c * 0.6, c * 0.6);
+			var color = new h3d.Vector4(c, c * 0.6, c * 0.6);
 			m.material.color.load(color);
 
 			var col = m.getBounds();

+ 4 - 4
samples/Lights.hx

@@ -46,7 +46,7 @@ class Lights extends SampleApp {
 		for( i in 0...50 ) {
 			var m = new h3d.scene.Mesh(box, s3d);
 			m.material.color.set(Math.random(), Math.random(), Math.random());
-			m.material.color.normalize();
+			m.material.color.normalize3();
 			m.scale(1 + Math.random() * 10);
 			m.z = m.scaleX * 0.5;
 			m.setRotation(0,0,Math.random() * Math.PI * 2);
@@ -65,7 +65,7 @@ class Lights extends SampleApp {
 		for( i in 0...20 ) {
 			var m = new h3d.scene.Mesh(sp, s3d);
 			m.material.color.set(Math.random(), Math.random(), Math.random());
-			m.material.color.normalize();
+			m.material.color.normalize3();
 			m.scale(0.5 + Math.random() * 4);
 			m.z = 2 + Math.random() * 5;
 			var cx = (Math.random() - 0.5) * 20;
@@ -80,14 +80,14 @@ class Lights extends SampleApp {
 		var pt = new h3d.scene.pbr.PointLight(s3d);
 		pt.setPosition(0,0,15);
 		pt.range = 40;
-		pt.color.scale3(20);
+		pt.color.scale(20);
 
 		var sp = new h3d.scene.pbr.SpotLight(s3d);
 		sp.setPosition(-30,-30,30);
 		sp.setDirection(new h3d.Vector(1,2,-5));
 		sp.range = 70;
 		sp.angle = 70;
-		sp.color.scale3(10);
+		sp.color.scale(10);
 
 		lights = [
 			new h3d.scene.pbr.DirLight(new h3d.Vector(1,2,-5), s3d),

+ 1 - 1
samples/MeshBatch.hx

@@ -71,7 +71,7 @@ class MeshBatch extends hxd.App {
 			batch.y = m.y;
 			batch.setScale(m.scale);
 			batch.setRotation(0,0,m.rot);
-			shader.color.load(m.color);
+			shader.color.load(m.color.toVec3());
 			batch.emitInstance();
 		}
 	}

+ 1 - 1
samples/Pbr.hx

@@ -151,7 +151,7 @@ class Pbr extends SampleApp {
 
 		if( grid == null ) return;
 
-		var color = new h3d.Vector(1, 0, 0);
+		var color = new h3d.Vector4(1, 0, 0, 1);
 		var m = new h3d.Matrix();
 		m.identity();
 		m.colorSaturate(saturation - 1);

+ 6 - 6
samples/ShaderAdvanced.hx

@@ -86,7 +86,7 @@ class ShaderAdvanced extends hxd.App {
 			try {
 				var t = new h3d.mat.Texture(1,1,[Target],fmt);
 				d.setRenderTarget(t);
-				d.clear(new h3d.Vector(1,0.5,0.25,0.125));
+				d.clear(new h3d.Vector4(1,0.5,0.25,0.125));
 				d.setRenderTarget(null);
 				var pix = t.capturePixels();
 				var hex = pix.bytes.toHex();
@@ -95,7 +95,7 @@ class ShaderAdvanced extends hxd.App {
 					throw hex+" should be "+values.get(fmt);
 
 				d.setRenderTarget(t);
-				d.clear(new h3d.Vector(0,0,0,0));
+				d.clear(new h3d.Vector4(0,0,0,0));
 				d.setRenderTarget(null);
 
 				t.uploadPixels(pix);
@@ -111,7 +111,7 @@ class ShaderAdvanced extends hxd.App {
 		// uniform buffer
 		var bmp = new h2d.Bitmap(h2d.Tile.fromColor(0xFF0000,128,128),s2d);
 		var ubuffer = bmp.addShader(new TestUniformBuffer());
-		ubuffer.colorMatrix = new h3d.Buffer(4,4,[UniformBuffer,Dynamic]);
+		ubuffer.colorMatrix = new h3d.Buffer(4,hxd.BufferFormat.VEC4_DATA,[UniformBuffer,Dynamic]);
 		var hue : Float = 0.;
 		updates.push(function(dt) {
 			hue += dt * 6;
@@ -122,7 +122,7 @@ class ShaderAdvanced extends hxd.App {
 			var buf = new hxd.FloatBuffer();
 			for( v in m.getFloats() )
 				buf.push(v);
-			ubuffer.colorMatrix.uploadVector(buf, 0, 4);
+			ubuffer.colorMatrix.uploadFloats(buf, 0, 4);
 		});
 
 		// texture array
@@ -155,8 +155,8 @@ class ShaderAdvanced extends hxd.App {
 			buf.push(i * 0.4);
 			buf.push(i * 0.2);
 		}
-		var instanceBuffer = h3d.Buffer.ofFloats(buf,2);
-		prim.addBuffer("offset",instanceBuffer);
+		var instanceBuffer = h3d.Buffer.ofFloats(buf,hxd.BufferFormat.make([{name : "offset",type:DVec2}]));
+		cube.addBuffer(instanceBuffer);
 
 		var m = new h3d.scene.Mesh(prim, s3d);
 		m.material.mainPass.addShader(new InstancedOffsetShader());