Mercurial > games > semicongine
view examples/E01_hello_triangle.nim @ 1136:71315636ba82
did: refactor naming in tons of places
author | sam <sam@basx.dev> |
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date | Tue, 04 Jun 2024 16:51:50 +0700 |
parents | d6c27f0ed3e4 |
children | 114f395b9144 |
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import std/tables import ../semicongine # shader setup const shaderConfiguration = createShaderConfiguration( name = "default shader", inputs = [ attr[Vec3f]("position"), attr[Vec4f]("color"), ], intermediates = [attr[Vec4f]("outcolor")], outputs = [attr[Vec4f]("color")], vertexCode = "gl_Position = vec4(position, 1.0); outcolor = color;", fragmentCode = "color = outcolor;", ) # scene setup var scene = Scene(name: "scene", meshes: @[newMesh( positions = [NewVec3f(-0.5, 0.5), NewVec3f(0, -0.5), NewVec3f(0.5, 0.5)], colors = [NewVec4f(1, 0, 0, 1), NewVec4f(0, 1, 0, 1), NewVec4f(0, 0, 1, 1)], material = VERTEX_COLORED_MATERIAL.initMaterialData() )] ) myengine = initEngine("Hello triangle", showFps = true) myengine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}, inFlightFrames = 2) myengine.loadScene(scene) while myengine.UpdateInputs() and not KeyWasPressed(Escape): transform[Vec3f](scene.meshes[0][], "position", scale(1.001, 1.001)) myengine.renderScene(scene) myengine.destroy()