annotate examples/E01_hello_triangle.nim @ 1139:114f395b9144

did: finish refactoring and updated all tests accordingly
author sam <sam@basx.dev>
date Sat, 08 Jun 2024 14:58:25 +0700
parents 71315636ba82
children 5934c5615f13
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1 import std/tables
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2
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3 import ../semicongine
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4
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5 # shader setup
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6 const
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7 shaderConfiguration = createShaderConfiguration(
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8 name = "default shader",
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9 inputs = [
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10 attr[Vec3f]("position"),
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11 attr[Vec4f]("color"),
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12 ],
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13 intermediates = [attr[Vec4f]("outcolor")],
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14 outputs = [attr[Vec4f]("color")],
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15 vertexCode = "gl_Position = vec4(position, 1.0); outcolor = color;",
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16 fragmentCode = "color = outcolor;",
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17 )
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18
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19 # scene setup
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20 var
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21 scene = Scene(name: "scene",
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22 meshes: @[newMesh(
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23 positions = [NewVec3f(-0.5, 0.5), NewVec3f(0, -0.5), NewVec3f(0.5, 0.5)],
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24 colors = [NewVec4f(1, 0, 0, 1), NewVec4f(0, 1, 0, 1), NewVec4f(0, 0, 1, 1)],
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25 material = VERTEX_COLORED_MATERIAL.InitMaterialData()
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26 )]
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27 )
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28 myengine = initEngine("Hello triangle", showFps = true)
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30 myengine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}, inFlightFrames = 2)
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31 myengine.loadScene(scene)
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33 while myengine.UpdateInputs() and not KeyWasPressed(Escape):
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34 transform[Vec3f](scene.meshes[0][], "position", scale(1.001, 1.001))
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35 myengine.renderScene(scene)
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36
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37 myengine.destroy()