Mercurial > games > semicongine
annotate examples/hello_triangle.nim @ 489:54a1f8ee208e
big refactoring, part1
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sat, 14 Jan 2023 14:08:00 +0700 |
| parents | b4a972bd37d5 |
| children | 680c4b8ca28a |
| rev | line source |
|---|---|
| 489 | 1 import std/times |
| 2 | |
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3 import zamikongine/engine |
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4 import zamikongine/math/vector |
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5 import zamikongine/vertex |
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6 import zamikongine/mesh |
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7 import zamikongine/thing |
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8 import zamikongine/shader |
| 489 | 9 import zamikongine/buffer |
| 473 | 10 |
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11 type |
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12 # define type of vertex |
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13 VertexDataA = object |
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14 position: VertexAttribute[Vec2[float32]] |
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15 color: VertexAttribute[Vec3[float32]] |
| 489 | 16 UniformType = float32 |
| 17 | |
| 18 proc globalUpdate(engine: var Engine, dt: Duration) = | |
| 19 # var t = float32(dt.inNanoseconds) / 1_000_000_000'f32 | |
| 20 # for buffer in engine.vulkan.uniformBuffers: | |
| 21 # buffer.updateData(t) | |
| 22 | |
| 23 echo dt | |
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24 |
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25 # vertex data (types must match the above VertexAttributes) |
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26 const |
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27 triangle_pos = @[ |
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28 Vec2([ 0.0'f32, -0.5'f32]), |
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29 Vec2([ 0.5'f32, 0.5'f32]), |
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30 Vec2([-0.5'f32, 0.5'f32]), |
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31 ] |
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32 triangle_color = @[ |
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33 Vec3([1.0'f32, 0.0'f32, 0.0'f32]), |
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34 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), |
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did: change shader compilation to run during program compilation, maybe add dynamic version later
Sam <sam@basx.dev>
parents:
482
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changeset
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35 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), |
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parents:
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36 ] |
| 473 | 37 |
| 38 when isMainModule: | |
| 489 | 39 var myengine = igniteEngine("Hello triangle") |
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40 |
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41 # build a mesh |
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42 var trianglemesh = new Mesh[VertexDataA] |
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43 trianglemesh.vertexData = VertexDataA( |
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44 position: VertexAttribute[Vec2[float32]](data: triangle_pos), |
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Sam <sam@basx.dev>
parents:
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45 color: VertexAttribute[Vec3[float32]](data: triangle_color), |
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14e5151f68d1
did: introduce scene graph, meshs and generic vertex buffers
Sam <sam@basx.dev>
parents:
473
diff
changeset
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46 ) |
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Sam <sam@basx.dev>
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47 # build a single-object scene graph |
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48 var triangle = new Thing |
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49 # add the triangle mesh to the object |
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50 triangle.parts.add trianglemesh |
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did: introduce scene graph, meshs and generic vertex buffers
Sam <sam@basx.dev>
parents:
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51 |
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parents:
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52 # upload data, prepare shaders, etc |
| 489 | 53 var pipeline = setupPipeline[VertexDataA, UniformType, float32, uint16]( |
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Sam <sam@basx.dev>
parents:
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54 myengine, |
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Sam <sam@basx.dev>
parents:
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55 triangle, |
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56 generateVertexShaderCode[VertexDataA]("main", "position", "color"), |
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14e5151f68d1
did: introduce scene graph, meshs and generic vertex buffers
Sam <sam@basx.dev>
parents:
473
diff
changeset
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57 generateFragmentShaderCode[VertexDataA]("main"), |
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14e5151f68d1
did: introduce scene graph, meshs and generic vertex buffers
Sam <sam@basx.dev>
parents:
473
diff
changeset
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58 ) |
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Sam <sam@basx.dev>
parents:
480
diff
changeset
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59 # show something |
| 489 | 60 myengine.run(pipeline, globalUpdate) |
| 61 pipeline.trash() | |
| 473 | 62 myengine.trash() |
