Mercurial > games > semicongine
view examples/hello_triangle.nim @ 28:b1b05d4efb52
big refactoring, part1
author | Sam <sam@basx.dev> |
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date | Sat, 14 Jan 2023 14:08:00 +0700 |
parents | 71bbe11d8de8 |
children | 9edca5dc4e93 |
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import std/times import zamikongine/engine import zamikongine/math/vector import zamikongine/vertex import zamikongine/mesh import zamikongine/thing import zamikongine/shader import zamikongine/buffer type # define type of vertex VertexDataA = object position: VertexAttribute[Vec2[float32]] color: VertexAttribute[Vec3[float32]] UniformType = float32 proc globalUpdate(engine: var Engine, dt: Duration) = # var t = float32(dt.inNanoseconds) / 1_000_000_000'f32 # for buffer in engine.vulkan.uniformBuffers: # buffer.updateData(t) echo dt # 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: VertexAttribute[Vec2[float32]](data: triangle_pos), color: VertexAttribute[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 var pipeline = setupPipeline[VertexDataA, UniformType, float32, uint16]( myengine, triangle, generateVertexShaderCode[VertexDataA]("main", "position", "color"), generateFragmentShaderCode[VertexDataA]("main"), ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()