Mercurial > games > semicongine
annotate examples/hello_triangle.nim @ 24:71bbe11d8de8
did: change shader compilation to run during program compilation, maybe add dynamic version later
author | Sam <sam@basx.dev> |
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date | Wed, 11 Jan 2023 11:15:02 +0700 |
parents | 316923e9247c |
children | b1b05d4efb52 |
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1 import zamikongine/engine |
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2 import zamikongine/math/vector |
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3 import zamikongine/vertex |
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4 import zamikongine/mesh |
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5 import zamikongine/thing |
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6 import zamikongine/shader |
0 | 7 |
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8 type |
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9 # define type of vertex |
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10 VertexDataA = object |
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11 position: VertexAttribute[Vec2[float32]] |
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12 color: VertexAttribute[Vec3[float32]] |
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13 |
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14 # vertex data (types must match the above VertexAttributes) |
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15 const |
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16 triangle_pos = @[ |
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17 Vec2([ 0.0'f32, -0.5'f32]), |
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18 Vec2([ 0.5'f32, 0.5'f32]), |
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19 Vec2([-0.5'f32, 0.5'f32]), |
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20 ] |
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21 triangle_color = @[ |
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22 Vec3([1.0'f32, 0.0'f32, 0.0'f32]), |
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23 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), |
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24 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), |
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25 ] |
0 | 26 |
27 when isMainModule: | |
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28 var myengine = igniteEngine() |
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29 |
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30 # build a mesh |
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31 var trianglemesh = new Mesh[VertexDataA] |
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32 trianglemesh.vertexData = VertexDataA( |
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33 position: VertexAttribute[Vec2[float32]](data: triangle_pos), |
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34 color: VertexAttribute[Vec3[float32]](data: triangle_color), |
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35 ) |
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36 # build a single-object scene graph |
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37 var triangle = new Thing |
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38 # add the triangle mesh to the object |
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39 triangle.parts.add trianglemesh |
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40 |
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41 # upload data, prepare shaders, etc |
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42 setupPipeline[VertexDataA, uint16]( |
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43 myengine, |
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44 triangle, |
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45 generateVertexShaderCode[VertexDataA]("main", "position", "color"), |
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46 generateFragmentShaderCode[VertexDataA]("main"), |
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47 ) |
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48 # show something |
0 | 49 myengine.fullThrottle() |
50 myengine.trash() |