annotate examples/E02_squares.nim @ 139:34112bf5abf8

add: small buffer adjustment
author Sam <sam@basx.dev>
date Sat, 22 Apr 2023 16:52:55 +0700
parents ac2b6777c5db
children a4e6e76128e6
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1 import std/times
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2 import std/sequtils
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3 import std/strutils
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4 import std/math
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5 import std/random
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6
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7 import semicongine
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9
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10 when isMainModule:
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11 randomize()
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12 const
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13 COLUMNS = 10
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14 ROWS = 10
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15 WIDTH = 2'f32 / COLUMNS
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16 HEIGHT = 2'f32 / ROWS
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17 var
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18 vertices: array[COLUMNS * ROWS * 4, Vec3f]
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19 colors: array[COLUMNS * ROWS * 4, Vec3f]
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20 iValues: array[COLUMNS * ROWS * 4, uint32]
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21 indices: array[COLUMNS * ROWS * 2, array[3, uint16]]
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23 for row in 0 ..< ROWS:
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24 for col in 0 ..< COLUMNS:
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25 let
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26 y: float32 = (row * 2 / COLUMNS) - 1
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27 x: float32 = (col * 2 / ROWS) - 1
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28 color = Vec3f([(x + 1) / 2, (y + 1) / 2, 0'f32])
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29 squareIndex = row * COLUMNS + col
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30 vertIndex = squareIndex * 4
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31 vertices[vertIndex + 0] = newVec3f(x, y)
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32 vertices[vertIndex + 1] = newVec3f(x + WIDTH, y)
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33 vertices[vertIndex + 2] = newVec3f(x + WIDTH, y + HEIGHT)
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34 vertices[vertIndex + 3] = newVec3f(x, y + HEIGHT)
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35 colors[vertIndex + 0] = color
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36 colors[vertIndex + 1] = color
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37 colors[vertIndex + 2] = color
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38 colors[vertIndex + 3] = color
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39 iValues[vertIndex + 0] = uint32(squareIndex)
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40 iValues[vertIndex + 1] = uint32(squareIndex)
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41 iValues[vertIndex + 2] = uint32(squareIndex)
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42 iValues[vertIndex + 3] = uint32(squareIndex)
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43 indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex + 1), uint16(vertIndex + 2)]
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44 indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex + 3), uint16(vertIndex + 0)]
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46
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47 const
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48 vertexInput = @[
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49 attr[Vec3f]("position", memoryLocation=VRAM),
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50 attr[Vec3f]("color", memoryLocation=VRAMVisible),
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51 attr[uint32]("index", memoryLocation=VRAM),
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52 ]
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53 vertexOutput = @[attr[Vec3f]("outcolor")]
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54 uniforms = @[attr[float32]("time")]
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55 fragOutput = @[attr[Vec4f]("color")]
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56 vertexCode = compileGlslShader(
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57 stage=VK_SHADER_STAGE_VERTEX_BIT,
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58 inputs=vertexInput,
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59 uniforms=uniforms,
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60 outputs=vertexOutput,
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61 main="""
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62 float pos_weight = index / 100.0; // add some gamma correction?
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63 float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5;
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64 float v = min(1, max(0, pow(pos_weight - t, 2)));
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65 v = pow(1 - v, 3000);
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66 outcolor = vec3(color.r, color.g, v * 0.5);
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67 gl_Position = vec4(position, 1.0);
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68 """
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69 )
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70 fragmentCode = compileGlslShader(
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71 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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72 inputs=vertexOutput,
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73 uniforms=uniforms,
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74 outputs=fragOutput,
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75 main="color = vec4(outcolor, 1);"
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76 )
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77 var squaremesh = newMesh(
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78 positions=vertices,
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79 indices=indices,
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80 colors=colors,
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81 )
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82 setMeshData[uint32](squaremesh, "index", iValues.toSeq)
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83 var i = 0'u64
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84 var (p, l) = squaremesh.getRawData("color")
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85 while i < uint64(l):
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86 echo (cast[ptr float32]((cast[uint64](p) + i)))[]
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87 inc i
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88
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89 var myengine = initEngine("Squares")
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90 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
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91
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92 var scene = newEntity("scene", newEntity("squares", squaremesh))
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93 myengine.addScene(scene, vertexInput)
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94 var time = initShaderGlobal("time", 0.0'f32)
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95 scene.components.add time
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96 while myengine.running and not myengine.keyWasPressed(Escape):
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97 myengine.updateInputs()
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98 setValue[float32](time.value, get[float32](time.value) + 0.0005)
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99 myengine.renderScene(scene)
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100
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101 myengine.destroy()