Mercurial > games > semicongine
comparison tests/hello_triangle.nim @ 1443:768bf1a8407b default tip main
add: hello-triangle example, did: update according readme parts
author | sam <sam@basx.dev> |
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date | Mon, 24 Feb 2025 10:09:41 +0700 |
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1442:8d26eb12f6e8 | 1443:768bf1a8407b |
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1 import ../semicongine | |
2 import ../semicongine/rendering | |
3 import ../semicongine/input | |
4 | |
5 # required | |
6 initEngine("Hello triangle") | |
7 | |
8 # set up a simple render pass to render the displayed frame | |
9 var renderpass = createDirectPresentationRenderPass( | |
10 depthBuffer = false, samples = VK_SAMPLE_COUNT_1_BIT | |
11 ) | |
12 | |
13 # the swapchain, needs to be attached to the main renderpass | |
14 setupSwapchain(renderpass = renderpass) | |
15 | |
16 # render data is used for memory management on the GPU | |
17 var renderdata = initRenderData() | |
18 | |
19 type | |
20 # define a push constant, to have something moving | |
21 PushConstant = object | |
22 scale: float32 | |
23 | |
24 # This is how we define shaders: the interface needs to be "typed" | |
25 # but the shader code itself can freely be written in glsl | |
26 Shader = object | |
27 position {.VertexAttribute.}: Vec3f | |
28 color {.VertexAttribute.}: Vec3f | |
29 pushConstant {.PushConstant.}: PushConstant | |
30 fragmentColor {.Pass.}: Vec3f | |
31 outColor {.ShaderOutput.}: Vec4f | |
32 # code | |
33 vertexCode: string = | |
34 """void main() { | |
35 fragmentColor = color; | |
36 gl_Position = vec4(position * pushConstant.scale, 1);}""" | |
37 fragmentCode: string = | |
38 """void main() { | |
39 outColor = vec4(fragmentColor, 1);}""" | |
40 | |
41 # And we also need to define our Mesh, which does describe the vertex layout | |
42 TriangleMesh = object | |
43 position: GPUArray[Vec3f, VertexBuffer] | |
44 color: GPUArray[Vec3f, VertexBuffer] | |
45 | |
46 # instantiate the mesh and fill with data | |
47 var mesh = TriangleMesh( | |
48 position: asGPUArray([vec3(-0.5, -0.5), vec3(0, 0.5), vec3(0.5, -0.5)], VertexBuffer), | |
49 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), | |
50 ) | |
51 | |
52 # this allocates GPU data, uploads the data to the GPU and flushes any thing that is host-cached | |
53 # this is a shortcut version, more fine-grained control is possible | |
54 assignBuffers(renderdata, mesh) | |
55 renderdata.flushAllMemory() | |
56 | |
57 # Now we need to instantiate the shader as a pipeline object that is attached to a renderpass | |
58 var pipeline = createPipeline(Shader(), renderPass = renderPass) | |
59 | |
60 # the main render-loop will exit if we get a kill-signal from the OS | |
61 while updateInputs(): | |
62 # starts the drawing for the next frame and provides us necesseary framebuffer and commandbuffer objects in this scope | |
63 withNextFrame(framebuffer, commandbuffer): | |
64 # start the main (and only) renderpass we have, needs to know the target framebuffer and a commandbuffer | |
65 withRenderPass( | |
66 renderPass, | |
67 framebuffer, | |
68 commandbuffer, | |
69 frameWidth(), | |
70 frameHeight(), | |
71 vec4(0, 0, 0, 0), | |
72 ): | |
73 # now activate our shader-pipeline | |
74 withPipeline(commandbuffer, pipeline): | |
75 # and finally, draw the mesh and set a single parameter | |
76 # more complicated setups with descriptors/uniforms are of course possible | |
77 renderWithPushConstant( | |
78 commandbuffer = commandbuffer, | |
79 pipeline = pipeline, | |
80 mesh = mesh, | |
81 pushConstant = PushConstant(scale: 0.3), | |
82 ) | |
83 | |
84 # cleanup | |
85 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) | |
86 destroyPipeline(pipeline) | |
87 destroyRenderData(renderdata) | |
88 destroyRenderPass(renderpass) | |
89 destroyVulkan() |