Mercurial > games > semicongine
annotate examples/hello_triangle.nim @ 56:94d7eed3f118
did: cleanup main namespace, add: better coordinate handling in input example
| author | Sam <sam@basx.dev> |
|---|---|
| date | Fri, 20 Jan 2023 00:41:55 +0700 |
| parents | 2771db8d4276 |
| children | 547f3a374271 |
| rev | line source |
|---|---|
| 28 | 1 import std/times |
| 32 | 2 import std/strutils |
| 3 import std/enumerate | |
| 28 | 4 |
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did: cleanup main namespace, add: better coordinate handling in input example
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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 |
| 32 | 10 position: PositionAttribute[Vec2[float32]] |
| 11 color: ColorAttribute[Vec3[float32]] | |
| 35 | 12 id: InstanceAttribute[Vec3[float32]] |
| 32 | 13 |
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14 var pipeline: RenderPipeline[VertexDataA, void] |
| 28 | 15 |
| 32 | 16 proc globalUpdate(engine: var Engine, dt: float32) = |
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17 discard |
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18 |
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19 # vertex data (types must match the above VertexAttributes) |
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20 const |
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21 triangle_pos = @[ |
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22 Vec2([ 0.0'f32, -0.5'f32]), |
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23 Vec2([ 0.5'f32, 0.5'f32]), |
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24 Vec2([-0.5'f32, 0.5'f32]), |
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25 ] |
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26 triangle_color = @[ |
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27 Vec3([1.0'f32, 0.0'f32, 0.0'f32]), |
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28 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), |
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29 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), |
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30 ] |
| 0 | 31 |
| 32 when isMainModule: | |
| 28 | 33 var myengine = igniteEngine("Hello triangle") |
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34 |
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35 # build a mesh |
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36 var trianglemesh = new Mesh[VertexDataA] |
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37 trianglemesh.vertexData = VertexDataA( |
| 32 | 38 position: PositionAttribute[Vec2[float32]](data: triangle_pos), |
| 39 color: ColorAttribute[Vec3[float32]](data: triangle_color), | |
| 35 | 40 id: InstanceAttribute[Vec3[float32]](data: @[Vec3[float32]([0.5'f32, 0.5'f32, 0.5'f32])]), |
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parents:
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41 ) |
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42 # build a single-object scene graph |
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43 var triangle = new Thing |
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44 # add the triangle mesh to the object |
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45 triangle.parts.add trianglemesh |
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Sam <sam@basx.dev>
parents:
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46 |
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47 # upload data, prepare shaders, etc |
| 35 | 48 const vertexShader = generateVertexShaderCode[VertexDataA, void]() |
| 32 | 49 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
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50 pipeline = setupPipeline[VertexDataA, void, void]( |
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51 myengine, |
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52 triangle, |
| 32 | 53 vertexShader, |
| 54 fragmentShader | |
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did: introduce scene graph, meshs and generic vertex buffers
Sam <sam@basx.dev>
parents:
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55 ) |
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56 # show something |
| 28 | 57 myengine.run(pipeline, globalUpdate) |
| 58 pipeline.trash() | |
| 0 | 59 myengine.trash() |
