Mercurial > games > semicongine
annotate examples/E02_squares.nim @ 1163:438d32d8b14f compiletime-tests
add: more static compilation stuff, code is getting a bit crazy, but also super nice API
author | sam <sam@basx.dev> |
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date | Fri, 21 Jun 2024 00:14:43 +0700 |
parents | 5934c5615f13 |
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1 import std/sequtils |
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2 import std/tables |
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3 import std/random |
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4 |
1027 | 5 import ../semicongine |
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6 |
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7 |
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8 when isMainModule: |
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9 randomize() |
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10 const |
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11 COLUMNS = 10 |
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12 ROWS = 10 |
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13 WIDTH = 2'f32 / COLUMNS |
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14 HEIGHT = 2'f32 / ROWS |
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15 var |
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16 vertices: array[COLUMNS * ROWS * 4, Vec3f] |
671 | 17 colors: array[COLUMNS * ROWS * 4, Vec4f] |
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18 iValues: array[COLUMNS * ROWS * 4, uint32] |
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19 indices: array[COLUMNS * ROWS * 2, array[3, uint16]] |
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20 |
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21 for row in 0 ..< ROWS: |
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22 for col in 0 ..< COLUMNS: |
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23 let |
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24 y: float32 = (row * 2 / COLUMNS) - 1 |
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25 x: float32 = (col * 2 / ROWS) - 1 |
1136 | 26 color = NewVec4f((x + 1) / 2, (y + 1) / 2, 0, 1) |
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27 squareIndex = row * COLUMNS + col |
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28 vertIndex = squareIndex * 4 |
1136 | 29 vertices[vertIndex + 0] = NewVec3f(x, y) |
30 vertices[vertIndex + 1] = NewVec3f(x + WIDTH, y) | |
31 vertices[vertIndex + 2] = NewVec3f(x + WIDTH, y + HEIGHT) | |
32 vertices[vertIndex + 3] = NewVec3f(x, y + HEIGHT) | |
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33 colors[vertIndex + 0] = color |
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34 colors[vertIndex + 1] = color |
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35 colors[vertIndex + 2] = color |
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36 colors[vertIndex + 3] = color |
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37 iValues[vertIndex + 0] = uint32(squareIndex) |
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38 iValues[vertIndex + 1] = uint32(squareIndex) |
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39 iValues[vertIndex + 2] = uint32(squareIndex) |
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40 iValues[vertIndex + 3] = uint32(squareIndex) |
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41 indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex + 1), uint16(vertIndex + 2)] |
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42 indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex + 3), uint16(vertIndex + 0)] |
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43 |
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44 |
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45 const |
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46 shaderConfiguration = CreateShaderConfiguration( |
1027 | 47 name = "default shader", |
48 inputs = [ | |
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49 Attr[Vec3f]("position"), |
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50 Attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), |
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51 Attr[uint32]("index"), |
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52 ], |
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53 intermediates = [Attr[Vec4f]("outcolor")], |
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54 uniforms = [Attr[float32]("time")], |
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55 outputs = [Attr[Vec4f]("color")], |
1027 | 56 vertexCode = """ |
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57 float pos_weight = index / 100.0; // add some gamma correction? |
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58 float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5; |
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59 float v = min(1, max(0, pow(pos_weight - t, 2))); |
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60 v = pow(1 - v, 3000); |
671 | 61 outcolor = vec4(color.r, color.g, v * 0.5, 1); |
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62 gl_Position = vec4(position, 1.0); |
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63 """, |
1027 | 64 fragmentCode = "color = outcolor;", |
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65 ) |
1027 | 66 let matDef = MaterialType(name: "default", vertexAttributes: { |
67 "position": Vec3F32, | |
68 "color": Vec4F32, | |
69 "index": UInt32, | |
70 }.toTable) | |
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71 var squaremesh = NewMesh( |
1027 | 72 positions = vertices, |
73 indices = indices, | |
74 colors = colors, | |
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75 ) |
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76 squaremesh[].InitVertexAttribute("index", iValues.toSeq) |
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77 squaremesh.material = matDef.InitMaterialData(name = "default") |
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78 |
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79 var myengine = InitEngine("Squares") |
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80 myengine.InitRenderer({matDef: shaderConfiguration}) |
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81 |
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82 var scene = Scene(name: "scene", meshes: @[squaremesh]) |
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83 scene.AddShaderGlobal("time", 0.0'f32) |
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84 myengine.LoadScene(scene) |
1027 | 85 while myengine.UpdateInputs() and not KeyWasPressed(Escape): |
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86 scene.SetShaderGlobal("time", GetShaderGlobal[float32](scene, "time") + 0.0005'f) |
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87 myengine.RenderScene(scene) |
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88 |
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89 myengine.Destroy() |