annotate examples/hello_triangle.nim @ 38:c3c963e7c1a6

did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
author Sam <sam@basx.dev>
date Wed, 18 Jan 2023 09:52:03 +0700
parents 7f99b21a8777
children 2771db8d4276
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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 zamikongine/engine
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6 import zamikongine/math/vector
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7 import zamikongine/math/matrix
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8 import zamikongine/vertex
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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
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13 import zamikongine/buffer
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14
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15 type
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16 # define type of vertex
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17 VertexDataA = object
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18 position: PositionAttribute[Vec2[float32]]
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19 color: ColorAttribute[Vec3[float32]]
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20 id: InstanceAttribute[Vec3[float32]]
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22 var pipeline: RenderPipeline[VertexDataA, void]
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24 proc globalUpdate(engine: var Engine, dt: float32) =
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25 discard
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27 # vertex data (types must match the above VertexAttributes)
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28 const
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29 triangle_pos = @[
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30 Vec2([ 0.0'f32, -0.5'f32]),
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31 Vec2([ 0.5'f32, 0.5'f32]),
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32 Vec2([-0.5'f32, 0.5'f32]),
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33 ]
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34 triangle_color = @[
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35 Vec3([1.0'f32, 0.0'f32, 0.0'f32]),
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36 Vec3([0.0'f32, 1.0'f32, 0.0'f32]),
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37 Vec3([0.0'f32, 0.0'f32, 1.0'f32]),
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38 ]
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40 when isMainModule:
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41 var myengine = igniteEngine("Hello triangle")
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43 # build a mesh
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44 var trianglemesh = new Mesh[VertexDataA]
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45 trianglemesh.vertexData = VertexDataA(
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46 position: PositionAttribute[Vec2[float32]](data: triangle_pos),
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47 color: ColorAttribute[Vec3[float32]](data: triangle_color),
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48 id: InstanceAttribute[Vec3[float32]](data: @[Vec3[float32]([0.5'f32, 0.5'f32, 0.5'f32])]),
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49 )
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50 # build a single-object scene graph
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51 var triangle = new Thing
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52 # add the triangle mesh to the object
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53 triangle.parts.add trianglemesh
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55 # upload data, prepare shaders, etc
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56 const vertexShader = generateVertexShaderCode[VertexDataA, void]()
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57 const fragmentShader = generateFragmentShaderCode[VertexDataA]()
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58 pipeline = setupPipeline[VertexDataA, void, void](
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59 myengine,
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60 triangle,
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61 vertexShader,
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62 fragmentShader
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63 )
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64 # show something
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65 myengine.run(pipeline, globalUpdate)
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66 pipeline.trash()
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67 myengine.trash()