Mercurial > games > semicongine
annotate examples/hello_triangle.nim @ 41:cc8724250d65
fix: organize notes a bit
author | Sam <sam@basx.dev> |
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date | Wed, 18 Jan 2023 14:15:08 +0700 |
parents | 2771db8d4276 |
children | 94d7eed3f118 |
rev | line source |
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28 | 1 import std/times |
32 | 2 import std/strutils |
3 import std/enumerate | |
28 | 4 |
40 | 5 import semicongine/engine |
6 import semicongine/math/vector | |
7 import semicongine/math/matrix | |
8 import semicongine/vertex | |
9 import semicongine/descriptor | |
10 import semicongine/mesh | |
11 import semicongine/thing | |
12 import semicongine/shader | |
13 import semicongine/buffer | |
0 | 14 |
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15 type |
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16 # define type of vertex |
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17 VertexDataA = object |
32 | 18 position: PositionAttribute[Vec2[float32]] |
19 color: ColorAttribute[Vec3[float32]] | |
35 | 20 id: InstanceAttribute[Vec3[float32]] |
32 | 21 |
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22 var pipeline: RenderPipeline[VertexDataA, void] |
28 | 23 |
32 | 24 proc globalUpdate(engine: var Engine, dt: float32) = |
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25 discard |
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26 |
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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 ] |
0 | 39 |
40 when isMainModule: | |
28 | 41 var myengine = igniteEngine("Hello triangle") |
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42 |
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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( |
32 | 46 position: PositionAttribute[Vec2[float32]](data: triangle_pos), |
47 color: ColorAttribute[Vec3[float32]](data: triangle_color), | |
35 | 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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54 |
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55 # upload data, prepare shaders, etc |
35 | 56 const vertexShader = generateVertexShaderCode[VertexDataA, void]() |
32 | 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, |
32 | 61 vertexShader, |
62 fragmentShader | |
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63 ) |
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64 # show something |
28 | 65 myengine.run(pipeline, globalUpdate) |
66 pipeline.trash() | |
0 | 67 myengine.trash() |