Mercurial > games > semicongine
view examples/hello_triangle.nim @ 495:85f6b1b29c98
fix: newline
author | Sam <sam@basx.dev> |
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date | Mon, 16 Jan 2023 00:03:20 +0700 |
parents | 0c18638c7217 |
children | b41733878bc6 |
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import std/times import std/strutils import std/enumerate import zamikongine/engine import zamikongine/math/vector import zamikongine/math/matrix import zamikongine/vertex import zamikongine/descriptor import zamikongine/mesh import zamikongine/thing import zamikongine/shader import zamikongine/buffer type # define type of vertex VertexDataA = object position: PositionAttribute[Vec2[float32]] color: ColorAttribute[Vec3[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 = @[ 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[float32]](data: triangle_pos), color: ColorAttribute[Vec3[float32]](data: triangle_color), ) # 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]( # "out_position = uniforms.mat * vec4(in_position, 0, 1);" ) const fragmentShader = generateFragmentShaderCode[VertexDataA]() pipeline = setupPipeline[VertexDataA, void, uint16]( myengine, triangle, vertexShader, fragmentShader ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()