lib/glesv2 & gamnit: update examples to the new API
[nit.git] / lib / gamnit / examples / triangle / src / portable_triangle.nit
index ac8e0e6..1bb3975 100644 (file)
@@ -54,8 +54,8 @@ redef class App
 
                # GL program
                program = new GLProgram
-               if not program.is_ok then
-                       print "Program is not ok: {gl.error.to_s}\nLog:"
+               if not glIsProgram(program) then
+                       print "Program is not ok: {glGetError.to_s}\nLog:"
                        print program.info_log
                        abort
                end
@@ -63,37 +63,37 @@ redef class App
 
                # Vertex shader
                vertex_shader = new GLVertexShader
-               assert vertex_shader.is_ok else print "Vertex shader is not ok: {gl.error}"
-               vertex_shader.source = """
+               assert glIsShader(vertex_shader) else print "Vertex shader is not ok: {glGetError}"
+               glShaderSource(vertex_shader, """
                attribute vec4 vPosition;
                void main()
                {
                  gl_Position = vPosition;
                }
-               """@glsl_vertex_shader.to_cstring
-               vertex_shader.compile
+               """@glsl_vertex_shader.to_cstring)
+               glCompileShader(vertex_shader)
                assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
                assert_no_gl_error
 
                # Fragment shader
                fragment_shader = new GLFragmentShader
-               assert fragment_shader.is_ok else print "Fragment shader is not ok: {gl.error}"
-               fragment_shader.source = """
+               assert glIsShader(fragment_shader) else print "Fragment shader is not ok: {glGetError}"
+               glShaderSource(fragment_shader, """
                precision mediump float;
                void main()
                {
                        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
-               """@glsl_fragment_shader.to_cstring
-               fragment_shader.compile
+               """@glsl_fragment_shader.to_cstring)
+               glCompileShader(fragment_shader)
                assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
                assert_no_gl_error
 
                # Attach to program
-               program.attach_shader vertex_shader
-               program.attach_shader fragment_shader
+               glAttachShader(program, vertex_shader)
+               glAttachShader(program, fragment_shader)
                program.bind_attrib_location(0, "vPosition")
-               program.link
+               glLinkProgram program
                assert program.is_linked else print "Linking failed: {program.info_log}"
                assert_no_gl_error
 
@@ -107,15 +107,15 @@ redef class App
        do
                var display = display
                if display != null then
-                       gl.clear_color(0.5, 0.0, 0.5, 1.0)
+                       glClearColor(0.5, 0.5, 0.5, 1.0)
 
                        assert_no_gl_error
-                       gl.viewport(0, 0, display.width, display.height)
-                       gl.clear((new GLBuffer).color)
-                       program.use
+                       glViewport(0, 0, display.width, display.height)
+                       glClear gl_COLOR_BUFFER_BIT
+                       glUseProgram program
                        vertex_array.enable
 
-                       glDrawArrays(new GLDrawMode.triangles, 0, 3)
+                       glDrawArrays(gl_TRIANGLES, 0, 3)
 
                        display.flip
                end
@@ -124,9 +124,9 @@ redef class App
        redef fun on_stop
        do
                # Clean up
-               program.delete
-               vertex_shader.delete
-               fragment_shader.delete
+               glDeleteProgram program
+               glDeleteShader vertex_shader
+               glDeleteShader fragment_shader
 
                # Close gamnit
                var display = display