annotate examples/hello_triangle.nim @ 26:8b4bc545958d

did: update gitignore
author Sam <sam@basx.dev>
date Wed, 11 Jan 2023 11:43:59 +0700
parents 71bbe11d8de8
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
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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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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 ]
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27 when isMainModule:
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28 var myengine = igniteEngine()
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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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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
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49 myengine.fullThrottle()
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50 myengine.trash()