Mercurial > games > semicongine
annotate examples/E01_hello_triangle.nim @ 316:b145a05c2459
add: changing rendering system, not finished yet, also upgrading to Nim 2
author | Sam <sam@basx.dev> |
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date | Mon, 07 Aug 2023 00:23:00 +0700 |
parents | da0bd61abe91 |
children | f05b4bef44d1 |
rev | line source |
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271 | 1 import ../src/semicongine |
0 | 2 |
3 | |
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4 const |
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5 inputs = @[ |
163 | 6 attr[Vec3f]("position"), |
210 | 7 attr[Vec4f]("color"), |
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8 ] |
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9 intermediate = @[attr[Vec4f]("outcolor")] |
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10 outputs = @[attr[Vec4f]("color")] |
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11 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( |
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12 inputs=inputs, |
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13 intermediate=intermediate, |
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14 outputs=outputs, |
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15 vertexCode=""" |
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16 gl_Position = vec4(position, 1.0); |
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17 outcolor = color; |
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18 """, |
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19 fragmentCode="color = outcolor;", |
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20 ) |
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21 |
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22 var |
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23 triangle = newScene("scene", newEntity( |
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24 "triangle", |
302 | 25 {"mesh": Component(newMesh( |
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26 [newVec3f(-0.5, 0.5), newVec3f(0, -0.5), newVec3f(0.5, 0.5)], |
210 | 27 [newVec4f(1, 0, 0, 1), newVec4f(0, 1, 0, 1), newVec4f(0, 0, 1, 1)], |
302 | 28 ))} |
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29 )) |
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30 myengine = initEngine("Hello triangle") |
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31 renderPass = myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) |
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32 |
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33 myengine.setRenderer(renderPass) |
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34 myengine.addScene(triangle, inputs, @[], transformAttribute="") |
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35 |
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36 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): |
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37 myengine.renderScene(triangle) |
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38 |
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39 myengine.destroy() |