Mercurial > games > semicongine
view examples/E01_hello_triangle.nim @ 325:0c3f4f6f1aa2
fix: make stuff halfway working
author | Sam <sam@basx.dev> |
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date | Mon, 21 Aug 2023 00:17:16 +0700 |
parents | b145a05c2459 |
children | f05b4bef44d1 |
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import ../src/semicongine const inputs = @[ attr[Vec3f]("position"), attr[Vec4f]("color"), ] intermediate = @[attr[Vec4f]("outcolor")] outputs = @[attr[Vec4f]("color")] (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( inputs=inputs, intermediate=intermediate, outputs=outputs, vertexCode=""" gl_Position = vec4(position, 1.0); outcolor = color; """, fragmentCode="color = outcolor;", ) var triangle = newScene("scene", newEntity( "triangle", {"mesh": Component(newMesh( [newVec3f(-0.5, 0.5), newVec3f(0, -0.5), newVec3f(0.5, 0.5)], [newVec4f(1, 0, 0, 1), newVec4f(0, 1, 0, 1), newVec4f(0, 0, 1, 1)], ))} )) myengine = initEngine("Hello triangle") renderPass = myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) myengine.setRenderer(renderPass) myengine.addScene(triangle, inputs, @[], transformAttribute="") while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): myengine.renderScene(triangle) myengine.destroy()