Mercurial > games > semicongine
comparison examples/hello_cube.nim @ 518:5d406c17bbcb
did: refactor Vector names
| author | Sam <sam@basx.dev> |
|---|---|
| date | Fri, 20 Jan 2023 16:13:32 +0700 |
| parents | 836790efab48 |
| children | 8287a91e5d56 |
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| 517:836790efab48 | 518:5d406c17bbcb |
|---|---|
| 15 import semicongine | 15 import semicongine |
| 16 | 16 |
| 17 type | 17 type |
| 18 # define type of vertex | 18 # define type of vertex |
| 19 VertexDataA = object | 19 VertexDataA = object |
| 20 position: PositionAttribute[Vec3[float32]] | 20 position: PositionAttribute[TVec3[float32]] |
| 21 color: ColorAttribute[Vec3[float32]] | 21 color: ColorAttribute[TVec3[float32]] |
| 22 Uniforms = object | 22 Uniforms = object |
| 23 model: Descriptor[Mat44[float32]] | 23 model: Descriptor[Mat44[float32]] |
| 24 view: Descriptor[Mat44[float32]] | 24 view: Descriptor[Mat44[float32]] |
| 25 projection: Descriptor[Mat44[float32]] | 25 projection: Descriptor[Mat44[float32]] |
| 26 | 26 |
| 45 uniforms.projection.value = perspective(float32(PI / 4), float32(engine.vulkan.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32) | 45 uniforms.projection.value = perspective(float32(PI / 4), float32(engine.vulkan.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32) |
| 46 for buffer in pipeline.uniformBuffers: | 46 for buffer in pipeline.uniformBuffers: |
| 47 buffer.updateData(uniforms) | 47 buffer.updateData(uniforms) |
| 48 | 48 |
| 49 const | 49 const |
| 50 TopLeftFront = Vec3([ -0.5'f32, -0.5'f32, -0.5'f32]) | 50 TopLeftFront = TVec3([ -0.5'f32, -0.5'f32, -0.5'f32]) |
| 51 TopRightFront = Vec3([ 0.5'f32, -0.5'f32, -0.5'f32]) | 51 TopRightFront = TVec3([ 0.5'f32, -0.5'f32, -0.5'f32]) |
| 52 BottomRightFront = Vec3([ 0.5'f32, 0.5'f32, -0.5'f32]) | 52 BottomRightFront = TVec3([ 0.5'f32, 0.5'f32, -0.5'f32]) |
| 53 BottomLeftFront = Vec3([ -0.5'f32, 0.5'f32, -0.5'f32]) | 53 BottomLeftFront = TVec3([ -0.5'f32, 0.5'f32, -0.5'f32]) |
| 54 TopLeftBack = Vec3([ 0.5'f32, -0.5'f32, 0.5'f32]) | 54 TopLeftBack = TVec3([ 0.5'f32, -0.5'f32, 0.5'f32]) |
| 55 TopRightBack = Vec3([ -0.5'f32, -0.5'f32, 0.5'f32]) | 55 TopRightBack = TVec3([ -0.5'f32, -0.5'f32, 0.5'f32]) |
| 56 BottomRightBack = Vec3([ -0.5'f32, 0.5'f32, 0.5'f32]) | 56 BottomRightBack = TVec3([ -0.5'f32, 0.5'f32, 0.5'f32]) |
| 57 BottomLeftBack = Vec3([ 0.5'f32, 0.5'f32, 0.5'f32]) | 57 BottomLeftBack = TVec3([ 0.5'f32, 0.5'f32, 0.5'f32]) |
| 58 const | 58 const |
| 59 cube_pos = @[ | 59 cube_pos = @[ |
| 60 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front | 60 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front |
| 61 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back | 61 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back |
| 62 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left | 62 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left |
| 95 var myengine = igniteEngine("Hello cube") | 95 var myengine = igniteEngine("Hello cube") |
| 96 | 96 |
| 97 # build a mesh | 97 # build a mesh |
| 98 var trianglemesh = new IndexedMesh[VertexDataA, uint16] | 98 var trianglemesh = new IndexedMesh[VertexDataA, uint16] |
| 99 trianglemesh.vertexData = VertexDataA( | 99 trianglemesh.vertexData = VertexDataA( |
| 100 position: PositionAttribute[Vec3[float32]](data: cube_pos), | 100 position: PositionAttribute[TVec3[float32]](data: cube_pos), |
| 101 color: ColorAttribute[Vec3[float32]](data: cube_color), | 101 color: ColorAttribute[TVec3[float32]](data: cube_color), |
| 102 ) | 102 ) |
| 103 trianglemesh.indices = tris | 103 trianglemesh.indices = tris |
| 104 # build a single-object scene graph | 104 # build a single-object scene graph |
| 105 var triangle = new Thing | 105 var triangle = new Thing |
| 106 # add the triangle mesh to the object | 106 # add the triangle mesh to the object |
