annotate examples/E03_hello_cube.nim @ 321:30117d8f0052

did next step in renderpipeline-refactoring, using shaderconfiguration objects instead for less ambigious shader-pipeline configuration
author Sam <sam@basx.dev>
date Tue, 15 Aug 2023 23:51:37 +0700
parents b145a05c2459
children 887ddc8d45fd
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1 #
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2 # TODO: Needs Depth-Buffer first!
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c57285d292b6 did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
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11 import std/times
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12
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13 import ../src/semicongine
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15 const
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16 TopLeftFront = newVec3f(-0.5'f32, -0.5'f32, -0.5'f32)
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17 TopRightFront = newVec3f(0.5'f32, -0.5'f32, -0.5'f32)
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18 BottomRightFront = newVec3f(0.5'f32, 0.5'f32, -0.5'f32)
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19 BottomLeftFront = newVec3f(-0.5'f32, 0.5'f32, -0.5'f32)
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20 TopLeftBack = newVec3f(0.5'f32, -0.5'f32, 0.5'f32)
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21 TopRightBack = newVec3f(-0.5'f32, -0.5'f32, 0.5'f32)
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22 BottomRightBack = newVec3f(-0.5'f32, 0.5'f32, 0.5'f32)
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23 BottomLeftBack = newVec3f(0.5'f32, 0.5'f32, 0.5'f32)
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24 const
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25 cube_pos = @[
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26 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front
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27 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back
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28 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left
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29 TopRightBack, TopRightFront, BottomRightFront, BottomRightBack, # right
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30 TopLeftBack, TopRightBack, TopRightFront, TopLeftFront, # top
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31 BottomLeftFront, BottomRightFront, BottomRightBack, BottomLeftBack, # bottom
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32 ]
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33 R = newVec4f(1, 0, 0, 1)
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34 G = newVec4f(0, 1, 0, 1)
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35 B = newVec4f(0, 0, 1, 1)
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36 cube_color = @[
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37 R, R, R, R,
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38 R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, R * 0.5'f32,
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39 G, G, G, G,
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40 G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, G * 0.5'f32,
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41 B, B, B, B,
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42 B * 0.5'f32, B * 0.5'f32, B * 0.5'f32, B * 0.5'f32,
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43 ]
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44 var
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45 tris: seq[array[3, uint16]]
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0cb294c5d2fd fix: hello cube, add: run_all command
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46 for i in 0'u16 ..< 6'u16:
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47 let off = i * 4
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48 tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
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49 tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
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51 when isMainModule:
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52 var myengine = initEngine("Hello cube")
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53
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54 const
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55 inputs = @[
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56 attr[Vec3f]("position"),
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57 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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58 ]
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59 intermediate = @[attr[Vec4f]("outcolor")]
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60 uniforms = @[
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61 attr[Mat4]("projection"),
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62 attr[Mat4]("view"),
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63 attr[Mat4]("model"),
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64 ]
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65 fragOutput = @[attr[Vec4f]("color")]
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66 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet(
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67 inputs=inputs,
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68 intermediate=intermediate,
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69 outputs=fragOutput,
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70 uniforms=uniforms,
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71 vertexCode="""outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""",
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72 fragmentCode="color = outcolor;",
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73 )
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74 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
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75 var cube = newScene("scene", newEntity("cube", {"mesh": Component(newMesh(positions=cube_pos, indices=tris, colors=cube_color))}))
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76 cube.addShaderGlobal("projection", Unit4f32)
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77 cube.addShaderGlobal("view", Unit4f32)
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78 cube.addShaderGlobal("model", Unit4f32)
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79 myengine.addScene(cube, inputs, @[], transformAttribute="")
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80
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81 var t: float32 = cpuTime()
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82 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape):
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83 setShaderGlobal(cube, "model", translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32))
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84 setShaderGlobal(cube, "projection",
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85 perspective(
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86 float32(PI / 4),
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87 float32(myengine.getWindow().size[0]) / float32(myengine.getWindow().size[0]),
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88 0.1'f32,
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89 100'f32
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90 )
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91 )
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92 t = cpuTime()
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93
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94 myengine.renderScene(cube)
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95
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96 myengine.destroy()