Mercurial > games > semicongine
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 |
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| 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() |
