Mercurial > games > semicongine
diff examples/hello_triangle.nim @ 482:1670f8e70964
add: clean examples, update build configs
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 10 Jan 2023 00:24:37 +0700 |
parents | 14e5151f68d1 |
children | b4a972bd37d5 |
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--- a/examples/hello_triangle.nim Tue Jan 10 00:23:40 2023 +0700 +++ b/examples/hello_triangle.nim Tue Jan 10 00:24:37 2023 +0700 @@ -6,58 +6,45 @@ import zamikongine/shader type + # define type of vertex VertexDataA = object - position11: VertexAttribute[Vec2[float32]] - color22: VertexAttribute[Vec3[float32]] + position: VertexAttribute[Vec2[float32]] + color: VertexAttribute[Vec3[float32]] + +# vertex data (types must match the above VertexAttributes) +const + triangle_pos = @[ + Vec2([-0.5'f32, -0.5'f32]), + Vec2([ 0.5'f32, 0.5'f32]), + Vec2([-0.5'f32, 0.5'f32]), + ] + triangle_color = @[ + Vec3([1.0'f32, 1.0'f32, 0.0'f32]), + Vec3([0.0'f32, 1.0'f32, 0.0'f32]), + Vec3([0.0'f32, 1.0'f32, 1.0'f32]), + ] when isMainModule: var myengine = igniteEngine() - var mymesh1 = new Mesh[VertexDataA] - mymesh1.vertexData = VertexDataA( - position11: VertexAttribute[Vec2[float32]]( - data: @[ - Vec2([-0.5'f32, -0.5'f32]), - Vec2([ 0.5'f32, 0.5'f32]), - Vec2([-0.5'f32, 0.5'f32]), - ] - ), - color22: VertexAttribute[Vec3[float32]]( - data: @[ - Vec3([1.0'f32, 1.0'f32, 0.0'f32]), - Vec3([0.0'f32, 1.0'f32, 0.0'f32]), - Vec3([0.0'f32, 1.0'f32, 1.0'f32]), - ] - ) + + # build a mesh + var trianglemesh = new Mesh[VertexDataA] + trianglemesh.vertexData = VertexDataA( + position: VertexAttribute[Vec2[float32]](data: triangle_pos), + color: VertexAttribute[Vec3[float32]](data: triangle_color), ) - var mymesh2 = new IndexedMesh[VertexDataA, uint16] - mymesh2.vertexData = VertexDataA( - position11: VertexAttribute[Vec2[float32]]( - data: @[ - Vec2([ 0.0'f32, -0.7'f32]), - Vec2([ 0.6'f32, 0.1'f32]), - Vec2([ 0.3'f32, 0.4'f32]), - ] - ), - color22: VertexAttribute[Vec3[float32]]( - data: @[ - Vec3([1.0'f32, 1.0'f32, 0.0'f32]), - Vec3([1.0'f32, 0.0'f32, 0.0'f32]), - Vec3([0.0'f32, 1.0'f32, 1.0'f32]), - ] - ) - ) - mymesh2.indices = @[[0'u16, 1'u16, 2'u16]] - var athing = new Thing - athing.parts.add mymesh1 - var childthing = new Thing - childthing.parts.add mymesh2 - athing.children.add childthing + # build a single-object scene graph + var triangle = new Thing + # add the triangle mesh to the object + triangle.parts.add trianglemesh + # upload data, prepare shaders, etc setupPipeline[VertexDataA, uint16]( myengine, - athing, - generateVertexShaderCode[VertexDataA]("main", "position11", "color22"), + triangle, + generateVertexShaderCode[VertexDataA]("main", "position", "color"), generateFragmentShaderCode[VertexDataA]("main"), ) + # show something myengine.fullThrottle() myengine.trash()