Mercurial > games > semicongine
view examples/E01_hello_triangle.nim @ 136:fc5db4f1f94e
did: rewrite example 02 with new engine approach
author | Sam <sam@basx.dev> |
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date | Thu, 20 Apr 2023 23:46:22 +0700 |
parents | 9f2c178beb60 |
children | a4e6e76128e6 |
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import semicongine const vertexInput = @[ attr[Vec3f]("position", memoryLocation=VRAM), attr[Vec3f]("color", memoryLocation=VRAM), ] vertexOutput = @[attr[Vec3f]("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 = vec4(outcolor, 1);" ) var triangle = newEntity( "triangle", newMesh( [newVec3f(-0.5, 0.5), newVec3f(0, -0.5), newVec3f(0.5, 0.5)], [X, Y, Z], ) ) myengine = initEngine("Hello triangle") renderPass = myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) myengine.setRenderer(renderPass) myengine.addScene(triangle, vertexInput) while myengine.running and not myengine.keyWasPressed(Escape): myengine.updateInputs() myengine.renderScene(triangle) myengine.destroy()