Mercurial > games > semicongine
annotate examples/squares.nim @ 39:0cb294c5d2fd
fix: hello cube, add: run_all command
author | Sam <sam@basx.dev> |
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date | Wed, 18 Jan 2023 13:49:12 +0700 |
parents | c3c963e7c1a6 |
children | 2771db8d4276 |
rev | line source |
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1 import std/times |
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2 import std/strutils |
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3 import std/math |
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4 import std/random |
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5 import std/enumerate |
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6 |
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7 import zamikongine/engine |
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8 import zamikongine/math/vector |
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9 import zamikongine/math/matrix |
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10 import zamikongine/vertex |
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11 import zamikongine/descriptor |
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12 import zamikongine/mesh |
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13 import zamikongine/thing |
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14 import zamikongine/shader |
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15 import zamikongine/buffer |
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16 |
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17 type |
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18 VertexDataA = object |
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19 position11: PositionAttribute[Vec2[float32]] |
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20 color22: ColorAttribute[Vec3[float32]] |
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21 index: GenericAttribute[uint32] |
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22 Uniforms = object |
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23 t: Descriptor[float32] |
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24 |
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25 var |
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26 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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27 uniformdata = Uniforms(t: Descriptor[float32](value: 0'f32)) |
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28 |
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29 proc globalUpdate(engine: var Engine, dt: float32) = |
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30 uniformdata.t.value += dt |
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31 for buffer in pipeline.uniformBuffers: |
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32 buffer.updateData(uniformdata) |
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33 |
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34 when isMainModule: |
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35 randomize() |
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36 var myengine = igniteEngine("Squares") |
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37 const |
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38 COLUMNS = 10 |
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39 ROWS = 10 |
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40 WIDTH = 2'f32 / COLUMNS |
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41 HEIGHT = 2'f32 / ROWS |
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42 var |
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43 vertices: array[COLUMNS * ROWS * 4, Vec2[float32]] |
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44 colors: array[COLUMNS * ROWS * 4, Vec3[float32]] |
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45 iValues: array[COLUMNS * ROWS * 4, uint32] |
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46 indices: array[COLUMNS * ROWS * 2, array[3, uint16]] |
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47 |
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48 for row in 0 ..< ROWS: |
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49 for col in 0 ..< COLUMNS: |
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50 let |
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51 y: float32 = (row * 2 / COLUMNS) - 1 |
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52 x: float32 = (col * 2 / ROWS) - 1 |
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53 color = Vec3[float32]([(x + 1) / 2, (y + 1) / 2, 0'f32]) |
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54 squareIndex = row * COLUMNS + col |
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55 vertIndex = squareIndex * 4 |
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56 vertices[vertIndex + 0] = Vec2[float32]([x, y]) |
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57 vertices[vertIndex + 1] = Vec2[float32]([x + WIDTH, y]) |
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58 vertices[vertIndex + 2] = Vec2[float32]([x + WIDTH, y + HEIGHT]) |
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59 vertices[vertIndex + 3] = Vec2[float32]([x, y + HEIGHT]) |
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60 colors[vertIndex + 0] = color |
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61 colors[vertIndex + 1] = color |
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62 colors[vertIndex + 2] = color |
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63 colors[vertIndex + 3] = color |
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64 iValues[vertIndex + 0] = uint32(squareIndex) |
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65 iValues[vertIndex + 1] = uint32(squareIndex) |
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66 iValues[vertIndex + 2] = uint32(squareIndex) |
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67 iValues[vertIndex + 3] = uint32(squareIndex) |
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68 indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex + 1), uint16(vertIndex + 2)] |
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69 indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex + 3), uint16(vertIndex + 0)] |
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70 |
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71 |
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72 type PIndexedMesh = ref IndexedMesh[VertexDataA, uint16] # required so we can use ctor with ref/on heap |
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73 var squaremesh = PIndexedMesh( |
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74 vertexData: VertexDataA( |
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75 position11: PositionAttribute[Vec2[float32]](data: @vertices), |
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76 color22: ColorAttribute[Vec3[float32]](data: @colors), |
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77 index: GenericAttribute[uint32](data: @iValues), |
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78 ), |
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79 indices: @indices |
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80 ) |
39 | 81 var scene = new Thing |
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82 var childthing = new Thing |
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83 childthing.parts.add squaremesh |
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84 scene.children.add childthing |
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85 |
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86 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]( |
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87 """ |
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88 float pos_weight = index / 100.0; // add some gamma correction? |
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89 float t = sin(uniforms.t * 0.5) * 0.5 + 0.5; |
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90 float v = min(1, max(0, pow(pos_weight - t, 2))); |
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91 v = pow(1 - v, 3000); |
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92 out_color = vec3(in_color.r, in_color.g, v * 0.5); |
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93 """ |
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94 ) |
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95 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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96 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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97 myengine, |
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98 scene, |
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99 vertexShader, |
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100 fragmentShader |
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101 ) |
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102 myengine.run(pipeline, globalUpdate) |
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103 pipeline.trash() |
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104 myengine.trash() |