Mercurial > games > semicongine
view examples/E01_hello_triangle.nim @ 253:ad078e26a1c7
fix: API changes
author | sam <sam@basx.dev> |
---|---|
date | Wed, 24 May 2023 01:31:21 +0700 |
parents | f3912838cd69 |
children | 95281f2db400 |
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import semicongine const vertexInput = @[ attr[Vec3f]("position"), attr[Vec4f]("color"), ] vertexOutput = @[attr[Vec4f]("outcolor")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, outputs=vertexOutput, main=""" gl_Position = vec4(position, 1.0); outcolor = color; """ ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, outputs=fragOutput, main="color = outcolor;" ) var triangle = newScene("scene", newEntity( "triangle", 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, vertexInput, @[]) while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): myengine.renderScene(triangle) myengine.destroy()