Mercurial > games > semicongine
diff examples/hello_triangle.nim @ 28:b1b05d4efb52
big refactoring, part1
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 14 Jan 2023 14:08:00 +0700 |
parents | 71bbe11d8de8 |
children | 9edca5dc4e93 |
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--- a/examples/hello_triangle.nim Wed Jan 11 11:55:54 2023 +0700 +++ b/examples/hello_triangle.nim Sat Jan 14 14:08:00 2023 +0700 @@ -1,15 +1,26 @@ +import std/times + import zamikongine/engine import zamikongine/math/vector import zamikongine/vertex import zamikongine/mesh import zamikongine/thing import zamikongine/shader +import zamikongine/buffer type # define type of vertex VertexDataA = object position: VertexAttribute[Vec2[float32]] color: VertexAttribute[Vec3[float32]] + UniformType = float32 + +proc globalUpdate(engine: var Engine, dt: Duration) = + # var t = float32(dt.inNanoseconds) / 1_000_000_000'f32 + # for buffer in engine.vulkan.uniformBuffers: + # buffer.updateData(t) + + echo dt # vertex data (types must match the above VertexAttributes) const @@ -25,7 +36,7 @@ ] when isMainModule: - var myengine = igniteEngine() + var myengine = igniteEngine("Hello triangle") # build a mesh var trianglemesh = new Mesh[VertexDataA] @@ -39,12 +50,13 @@ triangle.parts.add trianglemesh # upload data, prepare shaders, etc - setupPipeline[VertexDataA, uint16]( + var pipeline = setupPipeline[VertexDataA, UniformType, float32, uint16]( myengine, triangle, generateVertexShaderCode[VertexDataA]("main", "position", "color"), generateFragmentShaderCode[VertexDataA]("main"), ) # show something - myengine.fullThrottle() + myengine.run(pipeline, globalUpdate) + pipeline.trash() myengine.trash()