annotate examples/hello_cube.nim @ 57:547f3a374271

did: refactor Vector names
author Sam <sam@basx.dev>
date Fri, 20 Jan 2023 16:13:32 +0700
parents 94d7eed3f118
children 8287a91e5d56
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1 #
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2 # TODO: Needs Depth-Buffer first!
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11 import std/times
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12 import std/strutils
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13 import std/enumerate
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14
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15 import semicongine
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17 type
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18 # define type of vertex
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19 VertexDataA = object
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20 position: PositionAttribute[TVec3[float32]]
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21 color: ColorAttribute[TVec3[float32]]
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22 Uniforms = object
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23 model: Descriptor[Mat44[float32]]
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24 view: Descriptor[Mat44[float32]]
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25 projection: Descriptor[Mat44[float32]]
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26
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27 var
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28 pipeline: RenderPipeline[VertexDataA, Uniforms]
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29 uniforms:Uniforms
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30 t: float32
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32
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33 proc globalUpdate(engine: var Engine, dt: float32) =
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34 let ratio = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width)
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35 t += dt
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36 uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32) # * rotate3d(float32(PI), Yf32)
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38 uniforms.view.value = Unit44f32
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39 uniforms.projection.value = Mat44[float32](data:[
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40 ratio, 0'f32, 0'f32, 0'f32,
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41 0'f32, 1'f32, 0'f32, 0'f32,
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42 0'f32, 0'f32, 1'f32, 0'f32,
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43 0'f32, 0'f32, 0'f32, 1'f32,
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44 ])
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45 uniforms.projection.value = perspective(float32(PI / 4), float32(engine.vulkan.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32)
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46 for buffer in pipeline.uniformBuffers:
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47 buffer.updateData(uniforms)
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48
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49 const
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50 TopLeftFront = TVec3([ -0.5'f32, -0.5'f32, -0.5'f32])
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51 TopRightFront = TVec3([ 0.5'f32, -0.5'f32, -0.5'f32])
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52 BottomRightFront = TVec3([ 0.5'f32, 0.5'f32, -0.5'f32])
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53 BottomLeftFront = TVec3([ -0.5'f32, 0.5'f32, -0.5'f32])
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54 TopLeftBack = TVec3([ 0.5'f32, -0.5'f32, 0.5'f32])
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55 TopRightBack = TVec3([ -0.5'f32, -0.5'f32, 0.5'f32])
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56 BottomRightBack = TVec3([ -0.5'f32, 0.5'f32, 0.5'f32])
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57 BottomLeftBack = TVec3([ 0.5'f32, 0.5'f32, 0.5'f32])
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58 const
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59 cube_pos = @[
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60 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front
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61 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back
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62 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left
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63 TopRightBack, TopRightFront, BottomRightFront, BottomRightBack, # right
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64 TopLeftBack, TopRightBack, TopRightFront, TopLeftFront, # top
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65 BottomLeftFront, BottomRightFront, BottomRightBack, BottomLeftBack, # bottom
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66 ]
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67 cube_color = @[
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68 Rf32, Rf32, Rf32, Rf32,
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69 Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32,
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70 Gf32, Gf32, Gf32, Gf32,
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71 Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32,
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72 Bf32, Bf32, Bf32, Bf32,
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73 Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32,
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74 ]
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75 var
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76 tris: seq[array[3, uint16]]
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77 for i in 0'u16 ..< 6'u16:
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78 let off = i * 4
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79 tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
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80 tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
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81 var off = 0'u16 * 4
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82 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
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83 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
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84 # off = 1'u16 * 4
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85 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
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86 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
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87 # off = 4'u16 * 4
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88 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
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89 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
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90 # off = 3'u16 * 4
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91 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
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92 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
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93
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94 when isMainModule:
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95 var myengine = igniteEngine("Hello cube")
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96
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97 # build a mesh
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98 var trianglemesh = new IndexedMesh[VertexDataA, uint16]
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99 trianglemesh.vertexData = VertexDataA(
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100 position: PositionAttribute[TVec3[float32]](data: cube_pos),
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101 color: ColorAttribute[TVec3[float32]](data: cube_color),
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102 )
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103 trianglemesh.indices = tris
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104 # build a single-object scene graph
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105 var triangle = new Thing
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106 # add the triangle mesh to the object
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107 triangle.parts.add trianglemesh
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108
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109 # upload data, prepare shaders, etc
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110 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]("""
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111 out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1);
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112 """)
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113 const fragmentShader = generateFragmentShaderCode[VertexDataA]()
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114 pipeline = setupPipeline[VertexDataA, Uniforms, uint16](
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115 myengine,
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116 triangle,
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117 vertexShader,
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118 fragmentShader
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119 )
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120 # show something
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121 myengine.run(pipeline, globalUpdate)
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122 pipeline.trash()
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123 myengine.trash()