Mercurial > games > semicongine
view examples/E01_hello_triangle.nim @ 61:0f04ba283558
did: rename and update older demos to work with new APIs
author | Sam <sam@basx.dev> |
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date | Tue, 24 Jan 2023 10:22:38 +0700 |
parents | examples/hello_triangle.nim@c57285d292b6 |
children | bdef52f3bc0d |
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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()