annotate examples/squares.nim @ 39:0cb294c5d2fd

fix: hello cube, add: run_all command
author Sam <sam@basx.dev>
date Wed, 18 Jan 2023 13:49:12 +0700
parents c3c963e7c1a6
children 2771db8d4276
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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()
38
c3c963e7c1a6 did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
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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 )
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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()