Mercurial > games > semicongine
annotate examples/hello_triangle.nim @ 35:7f99b21a8777
add: support for instance data
author | Sam <sam@basx.dev> |
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date | Mon, 16 Jan 2023 00:35:41 +0700 |
parents | 94c38e4b5782 |
children | c3c963e7c1a6 |
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 zamikongine/engine |
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6 import zamikongine/math/vector |
32 | 7 import zamikongine/math/matrix |
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8 import zamikongine/vertex |
32 | 9 import zamikongine/descriptor |
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10 import zamikongine/mesh |
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11 import zamikongine/thing |
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12 import zamikongine/shader |
28 | 13 import zamikongine/buffer |
0 | 14 |
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15 type |
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16 # define type of vertex |
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17 VertexDataA = object |
32 | 18 position: PositionAttribute[Vec2[float32]] |
19 color: ColorAttribute[Vec3[float32]] | |
35 | 20 id: InstanceAttribute[Vec3[float32]] |
32 | 21 |
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22 var pipeline: RenderPipeline[VertexDataA, void] |
28 | 23 |
32 | 24 proc globalUpdate(engine: var Engine, dt: float32) = |
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25 discard |
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26 |
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27 # vertex data (types must match the above VertexAttributes) |
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28 const |
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29 triangle_pos = @[ |
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30 Vec2([ 0.0'f32, -0.5'f32]), |
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31 Vec2([ 0.5'f32, 0.5'f32]), |
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32 Vec2([-0.5'f32, 0.5'f32]), |
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33 ] |
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34 triangle_color = @[ |
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35 Vec3([1.0'f32, 0.0'f32, 0.0'f32]), |
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36 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), |
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37 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), |
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38 ] |
0 | 39 |
40 when isMainModule: | |
28 | 41 var myengine = igniteEngine("Hello triangle") |
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42 |
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43 # build a mesh |
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44 var trianglemesh = new Mesh[VertexDataA] |
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45 trianglemesh.vertexData = VertexDataA( |
32 | 46 position: PositionAttribute[Vec2[float32]](data: triangle_pos), |
47 color: ColorAttribute[Vec3[float32]](data: triangle_color), | |
35 | 48 id: InstanceAttribute[Vec3[float32]](data: @[Vec3[float32]([0.5'f32, 0.5'f32, 0.5'f32])]), |
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49 ) |
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50 # build a single-object scene graph |
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51 var triangle = new Thing |
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52 # add the triangle mesh to the object |
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53 triangle.parts.add trianglemesh |
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54 |
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55 # upload data, prepare shaders, etc |
35 | 56 const vertexShader = generateVertexShaderCode[VertexDataA, void]() |
32 | 57 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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58 pipeline = setupPipeline[VertexDataA, void, uint16]( |
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59 myengine, |
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60 triangle, |
32 | 61 vertexShader, |
62 fragmentShader | |
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63 ) |
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64 # show something |
28 | 65 myengine.run(pipeline, globalUpdate) |
66 pipeline.trash() | |
0 | 67 myengine.trash() |