Mercurial > games > semicongine
annotate examples/E01_hello_triangle.nim @ 565:a0b01e84607d
did: some refactoring
author | Sam <sam@basx.dev> |
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date | Mon, 20 Mar 2023 23:48:46 +0700 |
parents | 21c276c0a968 |
children | 512d33d314c4 |
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1 import std/times |
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2 import std/strutils |
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3 import std/enumerate |
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4 |
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5 import semicongine |
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6 |
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7 type |
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8 # define type of vertex |
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9 VertexDataA = object |
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10 position: PositionAttribute[Vec2] |
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11 color: ColorAttribute[Vec3] |
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12 |
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13 var pipeline: RenderPipeline[VertexDataA, void] |
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14 |
535 | 15 proc globalUpdate(engine: var Engine, t, dt: float32) = |
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16 discard |
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17 |
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18 # vertex data (types must match the above VertexAttributes) |
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19 const |
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20 triangle_pos = @[ |
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21 Vec2([0.0'f32, -0.5'f32]), |
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22 Vec2([0.5'f32, 0.5'f32]), |
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23 Vec2([-0.5'f32, 0.5'f32]), |
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24 ] |
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25 triangle_color = @[ |
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26 Vec3([1.0'f32, 0.0'f32, 0.0'f32]), |
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27 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), |
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28 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), |
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29 ] |
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30 |
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31 when isMainModule: |
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32 var myengine = igniteEngine("Hello triangle") |
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33 |
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34 # build a mesh |
529 | 35 var trianglemesh = new Mesh[VertexDataA, uint16] |
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36 trianglemesh.vertexData = VertexDataA( |
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37 position: PositionAttribute[Vec2](data: triangle_pos), |
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38 color: ColorAttribute[Vec3](data: triangle_color), |
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39 ) |
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40 # build a single-object scene graph |
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41 var triangle = newThing("triangle", trianglemesh) |
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42 |
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43 # upload data, prepare shaders, etc |
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44 const vertexShader = generateVertexShaderCode[VertexDataA, void]() |
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45 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
529 | 46 pipeline = setupPipeline[VertexDataA, void, uint16]( |
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47 myengine, |
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48 triangle, |
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49 vertexShader, |
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50 fragmentShader |
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51 ) |
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52 # show something |
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53 myengine.run(pipeline, globalUpdate) |
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54 pipeline.trash() |
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55 myengine.trash() |