Mercurial > games > semicongine
annotate examples/hello_triangle.nim @ 495:85f6b1b29c98
fix: newline
author | Sam <sam@basx.dev> |
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date | Mon, 16 Jan 2023 00:03:20 +0700 |
parents | 0c18638c7217 |
children | b41733878bc6 |
rev | line source |
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489 | 1 import std/times |
493 | 2 import std/strutils |
3 import std/enumerate | |
489 | 4 |
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5 import zamikongine/engine |
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6 import zamikongine/math/vector |
493 | 7 import zamikongine/math/matrix |
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8 import zamikongine/vertex |
493 | 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 |
489 | 13 import zamikongine/buffer |
473 | 14 |
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15 type |
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16 # define type of vertex |
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17 VertexDataA = object |
493 | 18 position: PositionAttribute[Vec2[float32]] |
19 color: ColorAttribute[Vec3[float32]] | |
20 | |
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21 var pipeline: RenderPipeline[VertexDataA, void] |
489 | 22 |
493 | 23 proc globalUpdate(engine: var Engine, dt: float32) = |
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24 discard |
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25 |
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26 # vertex data (types must match the above VertexAttributes) |
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27 const |
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28 triangle_pos = @[ |
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29 Vec2([ 0.0'f32, -0.5'f32]), |
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30 Vec2([ 0.5'f32, 0.5'f32]), |
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31 Vec2([-0.5'f32, 0.5'f32]), |
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32 ] |
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33 triangle_color = @[ |
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34 Vec3([1.0'f32, 0.0'f32, 0.0'f32]), |
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35 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), |
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36 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), |
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37 ] |
473 | 38 |
39 when isMainModule: | |
489 | 40 var myengine = igniteEngine("Hello triangle") |
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41 |
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42 # build a mesh |
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43 var trianglemesh = new Mesh[VertexDataA] |
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44 trianglemesh.vertexData = VertexDataA( |
493 | 45 position: PositionAttribute[Vec2[float32]](data: triangle_pos), |
46 color: ColorAttribute[Vec3[float32]](data: triangle_color), | |
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47 ) |
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48 # build a single-object scene graph |
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49 var triangle = new Thing |
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50 # add the triangle mesh to the object |
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51 triangle.parts.add trianglemesh |
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52 |
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53 # upload data, prepare shaders, etc |
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54 const vertexShader = generateVertexShaderCode[VertexDataA, void]( |
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55 # "out_position = uniforms.mat * vec4(in_position, 0, 1);" |
493 | 56 ) |
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, |
493 | 61 vertexShader, |
62 fragmentShader | |
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63 ) |
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64 # show something |
489 | 65 myengine.run(pipeline, globalUpdate) |
66 pipeline.trash() | |
473 | 67 myengine.trash() |