From f4bf9d1cebe8e4b446ebb42d9ff0d7282165948e Mon Sep 17 00:00:00 2001 From: molikto Date: Tue, 15 Mar 2022 11:34:02 +0800 Subject: [PATCH] fix: examples --- examples/1-cube.rs | 2 +- examples/2-model.rs | 2 +- examples/3-ray-debug.rs | 4 ++-- examples/4-ray-ao.rs | 4 ++-- 4 files changed, 6 insertions(+), 6 deletions(-) diff --git a/examples/1-cube.rs b/examples/1-cube.rs index 8a42ccb..1cd87ca 100644 --- a/examples/1-cube.rs +++ b/examples/1-cube.rs @@ -57,7 +57,7 @@ pub fn setup(app: &mut sol::App) -> AppData { ); let mut camera = scene::Camera::new(app.window.get_size()); - camera.look_at(Vec3::splat(5.0), Vec3::zero(), -Vec3::unit_y()); + camera.look_at(Vec3::splat(5.0), Vec3::ZERO, -Vec3::Y); let vp = camera.perspective_matrix() * camera.view_matrix(); let mut per_frame = Vec::::new(); diff --git a/examples/2-model.rs b/examples/2-model.rs index b611df9..2ad92bf 100644 --- a/examples/2-model.rs +++ b/examples/2-model.rs @@ -54,7 +54,7 @@ pub fn setup(app: &mut sol::App) -> AppData { ); let mut camera = scene::Camera::new(app.window.get_size()); - camera.look_at(Vec3::splat(3.0), vec3(0.0, 0.5, 0.0), -Vec3::unit_y()); + camera.look_at(Vec3::splat(3.0), vec3(0.0, 0.5, 0.0), -Vec3::Y); let scene_data = SceneData { mvp: camera.perspective_matrix() * camera.view_matrix() * scene.meshes[0].transform, diff --git a/examples/3-ray-debug.rs b/examples/3-ray-debug.rs index a43a8d4..9887f20 100644 --- a/examples/3-ray-debug.rs +++ b/examples/3-ray-debug.rs @@ -20,7 +20,7 @@ impl SceneUniforms { pub fn from(camera: &scene::Camera, frame: glam::Vec3A) -> SceneUniforms { let vp = camera.perspective_matrix() * camera.view_matrix(); SceneUniforms { - model: glam::Mat4::identity(), + model: glam::Mat4::IDENTITY, view: camera.view_matrix(), view_inverse: camera.view_matrix().inverse(), projection: camera.perspective_matrix(), @@ -75,7 +75,7 @@ pub fn setup(app: &mut sol::App) -> AppData { &sol::util::find_asset("models/Duck.gltf").unwrap(), ); let mut camera = scene::Camera::new(app.window.get_size()); - camera.look_at(Vec3::splat(5.0), Vec3::zero(), -Vec3::unit_y()); + camera.look_at(Vec3::splat(5.0), Vec3::ZERO, -Vec3::Y); let mut per_frame = Vec::::new(); diff --git a/examples/4-ray-ao.rs b/examples/4-ray-ao.rs index 78dd3c1..9922a51 100644 --- a/examples/4-ray-ao.rs +++ b/examples/4-ray-ao.rs @@ -20,7 +20,7 @@ impl SceneUniforms { pub fn from(camera: &scene::Camera, frame: [u32; 3]) -> SceneUniforms { let vp = camera.perspective_matrix() * camera.view_matrix(); SceneUniforms { - model: glam::Mat4::identity(), + model: glam::Mat4::IDENTITY, view: camera.view_matrix(), view_inverse: camera.view_matrix().inverse(), projection: camera.perspective_matrix(), @@ -86,7 +86,7 @@ pub fn setup(app: &mut sol::App) -> AppData { let scene_description = ray::SceneDescription::from_scene(context.clone(), &scene); let mut camera = scene::Camera::new(app.window.get_size()); - camera.look_at(vec3(4.0, 1.0, 4.0), vec3(0.0, 0.5, 0.0), -Vec3::unit_y()); + camera.look_at(vec3(4.0, 1.0, 4.0), vec3(0.0, 0.5, 0.0), -Vec3::Y); let mut per_frame = Vec::::new();