Mercurial > games > semicongine
view examples/hello_triangle.nim @ 518:5d406c17bbcb
did: refactor Vector names
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 16:13:32 +0700 |
parents | 836790efab48 |
children | cd73e429fc99 |
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import std/times import std/strutils import std/enumerate import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[TVec2[float32]] color: ColorAttribute[TVec3[float32]] id: InstanceAttribute[TVec3[float32]] var pipeline: RenderPipeline[VertexDataA, void] proc globalUpdate(engine: var Engine, dt: float32) = discard # vertex data (types must match the above VertexAttributes) const triangle_pos = @[ TVec2([ 0.0'f32, -0.5'f32]), TVec2([ 0.5'f32, 0.5'f32]), TVec2([-0.5'f32, 0.5'f32]), ] triangle_color = @[ TVec3([1.0'f32, 0.0'f32, 0.0'f32]), TVec3([0.0'f32, 1.0'f32, 0.0'f32]), TVec3([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[TVec2[float32]](data: triangle_pos), color: ColorAttribute[TVec3[float32]](data: triangle_color), id: InstanceAttribute[TVec3[float32]](data: @[TVec3[float32]([0.5'f32, 0.5'f32, 0.5'f32])]), ) # 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 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()