comparison examples/hello_triangle.nim @ 489:54a1f8ee208e

big refactoring, part1
author Sam <sam@basx.dev>
date Sat, 14 Jan 2023 14:08:00 +0700
parents b4a972bd37d5
children 680c4b8ca28a
comparison
equal deleted inserted replaced
488:455f1a416fe7 489:54a1f8ee208e
1 import std/times
2
1 import zamikongine/engine 3 import zamikongine/engine
2 import zamikongine/math/vector 4 import zamikongine/math/vector
3 import zamikongine/vertex 5 import zamikongine/vertex
4 import zamikongine/mesh 6 import zamikongine/mesh
5 import zamikongine/thing 7 import zamikongine/thing
6 import zamikongine/shader 8 import zamikongine/shader
9 import zamikongine/buffer
7 10
8 type 11 type
9 # define type of vertex 12 # define type of vertex
10 VertexDataA = object 13 VertexDataA = object
11 position: VertexAttribute[Vec2[float32]] 14 position: VertexAttribute[Vec2[float32]]
12 color: VertexAttribute[Vec3[float32]] 15 color: VertexAttribute[Vec3[float32]]
16 UniformType = float32
17
18 proc globalUpdate(engine: var Engine, dt: Duration) =
19 # var t = float32(dt.inNanoseconds) / 1_000_000_000'f32
20 # for buffer in engine.vulkan.uniformBuffers:
21 # buffer.updateData(t)
22
23 echo dt
13 24
14 # vertex data (types must match the above VertexAttributes) 25 # vertex data (types must match the above VertexAttributes)
15 const 26 const
16 triangle_pos = @[ 27 triangle_pos = @[
17 Vec2([ 0.0'f32, -0.5'f32]), 28 Vec2([ 0.0'f32, -0.5'f32]),
23 Vec3([0.0'f32, 1.0'f32, 0.0'f32]), 34 Vec3([0.0'f32, 1.0'f32, 0.0'f32]),
24 Vec3([0.0'f32, 0.0'f32, 1.0'f32]), 35 Vec3([0.0'f32, 0.0'f32, 1.0'f32]),
25 ] 36 ]
26 37
27 when isMainModule: 38 when isMainModule:
28 var myengine = igniteEngine() 39 var myengine = igniteEngine("Hello triangle")
29 40
30 # build a mesh 41 # build a mesh
31 var trianglemesh = new Mesh[VertexDataA] 42 var trianglemesh = new Mesh[VertexDataA]
32 trianglemesh.vertexData = VertexDataA( 43 trianglemesh.vertexData = VertexDataA(
33 position: VertexAttribute[Vec2[float32]](data: triangle_pos), 44 position: VertexAttribute[Vec2[float32]](data: triangle_pos),
37 var triangle = new Thing 48 var triangle = new Thing
38 # add the triangle mesh to the object 49 # add the triangle mesh to the object
39 triangle.parts.add trianglemesh 50 triangle.parts.add trianglemesh
40 51
41 # upload data, prepare shaders, etc 52 # upload data, prepare shaders, etc
42 setupPipeline[VertexDataA, uint16]( 53 var pipeline = setupPipeline[VertexDataA, UniformType, float32, uint16](
43 myengine, 54 myengine,
44 triangle, 55 triangle,
45 generateVertexShaderCode[VertexDataA]("main", "position", "color"), 56 generateVertexShaderCode[VertexDataA]("main", "position", "color"),
46 generateFragmentShaderCode[VertexDataA]("main"), 57 generateFragmentShaderCode[VertexDataA]("main"),
47 ) 58 )
48 # show something 59 # show something
49 myengine.fullThrottle() 60 myengine.run(pipeline, globalUpdate)
61 pipeline.trash()
50 myengine.trash() 62 myengine.trash()