Mercurial > games > semicongine
annotate examples/E01_hello_triangle.nim @ 123:55be3579dc30
did: refactor mesh code, prepare for instance-data
author | Sam <sam@basx.dev> |
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date | Mon, 10 Apr 2023 00:53:16 +0700 |
parents | 779607656b12 |
children | 9f2c178beb60 |
rev | line source |
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28 | 1 import std/times |
32 | 2 import std/strutils |
3 import std/enumerate | |
28 | 4 |
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5 import semicongine |
0 | 6 |
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7 type |
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8 # define type of vertex |
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9 VertexDataA = object |
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10 position: PositionAttribute[Vec2] |
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11 color: ColorAttribute[Vec3] |
32 | 12 |
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13 var pipeline: RenderPipeline[VertexDataA, void] |
28 | 14 |
74 | 15 proc globalUpdate(engine: var Engine, t, dt: float32) = |
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16 discard |
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17 |
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18 # vertex data (types must match the above VertexAttributes) |
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19 const |
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20 triangle_pos = @[ |
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21 Vec2([0.0'f32, -0.5'f32]), |
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22 Vec2([0.5'f32, 0.5'f32]), |
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23 Vec2([-0.5'f32, 0.5'f32]), |
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24 ] |
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25 triangle_color = @[ |
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26 Vec3([1.0'f32, 0.0'f32, 0.0'f32]), |
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27 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), |
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28 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), |
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29 ] |
0 | 30 |
31 when isMainModule: | |
28 | 32 var myengine = igniteEngine("Hello triangle") |
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33 |
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34 # build a mesh |
68 | 35 var trianglemesh = new Mesh[VertexDataA, uint16] |
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36 trianglemesh.vertexData = VertexDataA( |
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37 position: PositionAttribute[Vec2](data: triangle_pos), |
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38 color: ColorAttribute[Vec3](data: triangle_color), |
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39 ) |
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40 # build a single-object scene graph |
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41 var triangle = newThing("triangle", trianglemesh) |
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42 |
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43 # upload data, prepare shaders, etc |
35 | 44 const vertexShader = generateVertexShaderCode[VertexDataA, void]() |
32 | 45 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
68 | 46 pipeline = setupPipeline[VertexDataA, void, uint16]( |
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47 myengine, |
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48 triangle, |
32 | 49 vertexShader, |
50 fragmentShader | |
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51 ) |
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52 # show something |
28 | 53 myengine.run(pipeline, globalUpdate) |
54 pipeline.trash() | |
0 | 55 myengine.trash() |