Mercurial > games > semicongine
diff examples/hello_triangle.nim @ 19:b55d6ecde79d
did: introduce scene graph, meshs and generic vertex buffers
author | Sam <sam@basx.dev> |
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date | Mon, 09 Jan 2023 11:04:19 +0700 |
parents | 9e5fe647ff91 |
children | 316923e9247c |
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--- a/examples/hello_triangle.nim Thu Jan 05 01:16:48 2023 +0700 +++ b/examples/hello_triangle.nim Mon Jan 09 11:04:19 2023 +0700 @@ -1,7 +1,63 @@ -import engine +import zamikongine/engine +import zamikongine/math/vector +import zamikongine/vertex +import zamikongine/mesh +import zamikongine/thing +import zamikongine/shader +type + VertexDataA = object + position11: VertexAttribute[Vec2[float32]] + color22: VertexAttribute[Vec3[float32]] 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]), + ] + ) + ) + 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 + + setupPipeline[VertexDataA, uint16]( + myengine, + athing, + generateVertexShaderCode[VertexDataA]("main", "position11", "color22"), + generateFragmentShaderCode[VertexDataA]("main"), + ) myengine.fullThrottle() myengine.trash()