Mercurial > games > semicongine
diff examples/E01_hello_triangle.nim @ 61:0f04ba283558
did: rename and update older demos to work with new APIs
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 24 Jan 2023 10:22:38 +0700 |
parents | examples/hello_triangle.nim@c57285d292b6 |
children | bdef52f3bc0d |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/examples/E01_hello_triangle.nim Tue Jan 24 10:22:38 2023 +0700 @@ -0,0 +1,55 @@ +import std/times +import std/strutils +import std/enumerate + +import semicongine + +type + # define type of vertex + VertexDataA = object + position: PositionAttribute[Vec2] + color: ColorAttribute[Vec3] + +var pipeline: RenderPipeline[VertexDataA, void] + +proc globalUpdate(engine: var Engine, dt: float32) = + discard + +# vertex data (types must match the above VertexAttributes) +const + triangle_pos = @[ + Vec2([0.0'f32, -0.5'f32]), + Vec2([0.5'f32, 0.5'f32]), + Vec2([-0.5'f32, 0.5'f32]), + ] + triangle_color = @[ + Vec3([1.0'f32, 0.0'f32, 0.0'f32]), + Vec3([0.0'f32, 1.0'f32, 0.0'f32]), + Vec3([0.0'f32, 0.0'f32, 1.0'f32]), + ] + +when isMainModule: + var myengine = igniteEngine("Hello triangle") + + # build a mesh + var trianglemesh = new Mesh[VertexDataA] + trianglemesh.vertexData = VertexDataA( + position: PositionAttribute[Vec2](data: triangle_pos), + color: ColorAttribute[Vec3](data: triangle_color), + ) + # build a single-object scene graph + var triangle = newThing("triangle", trianglemesh) + + # upload data, prepare shaders, etc + const vertexShader = generateVertexShaderCode[VertexDataA, void]() + const fragmentShader = generateFragmentShaderCode[VertexDataA]() + pipeline = setupPipeline[VertexDataA, void, void]( + myengine, + triangle, + vertexShader, + fragmentShader + ) + # show something + myengine.run(pipeline, globalUpdate) + pipeline.trash() + myengine.trash()