annotate examples/hello_triangle.nim @ 59:d7d9420ba675

did: use new vector and matrix names for simpler code
author Sam <sam@basx.dev>
date Fri, 20 Jan 2023 16:53:37 +0700
parents 547f3a374271
children c57285d292b6
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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 id: InstanceAttribute[Vec3]
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13
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14 var pipeline: RenderPipeline[VertexDataA, void]
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16 proc globalUpdate(engine: var Engine, dt: float32) =
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17 discard
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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 ]
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32 when isMainModule:
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33 var myengine = igniteEngine("Hello triangle")
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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(
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38 position: PositionAttribute[Vec2](data: triangle_pos),
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39 color: ColorAttribute[Vec3](data: triangle_color),
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40 id: InstanceAttribute[Vec3](data: @[Vec3([0.5'f32, 0.5'f32, 0.5'f32])]),
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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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47 # upload data, prepare shaders, etc
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48 const vertexShader = generateVertexShaderCode[VertexDataA, void]()
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49 const fragmentShader = generateFragmentShaderCode[VertexDataA]()
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50 pipeline = setupPipeline[VertexDataA, void, void](
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51 myengine,
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52 triangle,
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53 vertexShader,
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54 fragmentShader
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55 )
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56 # show something
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57 myengine.run(pipeline, globalUpdate)
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58 pipeline.trash()
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59 myengine.trash()