Mercurial > games > semicongine
view examples/E01_hello_triangle.nim @ 592:cda5874a8454
add: recreation of swapchain (at least on linux, windows will likely fail, needs testing
author | Sam <sam@basx.dev> |
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date | Wed, 19 Apr 2023 01:45:16 +0700 |
parents | 21c276c0a968 |
children | 512d33d314c4 |
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import std/times import std/strutils import std/enumerate import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[Vec2] color: ColorAttribute[Vec3] var pipeline: RenderPipeline[VertexDataA, void] proc globalUpdate(engine: var Engine, t, 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, uint16] trianglemesh.vertexData = VertexDataA( position: PositionAttribute[Vec2](data: triangle_pos), color: ColorAttribute[Vec3](data: triangle_color), ) # build a single-object scene graph var triangle = newThing("triangle", trianglemesh) # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, void]() const fragmentShader = generateFragmentShaderCode[VertexDataA]() pipeline = setupPipeline[VertexDataA, void, uint16]( myengine, triangle, vertexShader, fragmentShader ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()