Mercurial > games > semicongine
annotate README.md @ 1269:81450075ad89
fix: readme markup
| author | sam <sam@basx.dev> |
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| date | Sun, 28 Jul 2024 23:16:10 +0700 |
| parents | 4cf9872f7bb6 |
| children | 9d6ce3c34c38 |
| rev | line source |
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| 922 | 1 Note: If you are reading this on Github, please not that this is only a mirror |
| 1266 | 2 repository and the newest code is hosted on my mercurial repository at |
| 3 https://hg.basx.dev/games/semicongine/. | |
| 922 | 4 |
| 289 | 5 # Semicongine |
| 41 | 6 |
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7 Hi there |
| 8 | 8 |
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9 This is a little game engine, mainly trying to wrap around vulkan and the |
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10 operating system's windowing, input and audio system. I am using the last |
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11 programming language you will ever need, [Nim](https://nim-lang.org/) |
| 41 | 12 |
| 1266 | 13 ## Features |
| 14 | |
| 15 The engine currently features the following: | |
| 16 | |
| 17 - No dependencies outside of this repo (except zip/unzip on Linux). All | |
| 18 dependencies are included. | |
| 19 - Low-level, Vulkan-base rendering system | |
| 20 - All vertex/uniform/descriptors/shader-formats, shaders can and must be | |
| 21 defined "freely". The only restriction that we currently have, is that vertex | |
| 22 data is non-interleaved. | |
| 23 - A ton of compiletime checks to ensure the defined mesh-data and shaders are | |
| 24 compatible for rendering | |
| 25 - Simple audio mixer, should suffice for most things | |
| 26 - Simple input-system, no controller support at this time | |
| 1267 | 27 - Resource packaging of images, audio and 3D files |
| 28 - Simple font and text rendering | |
| 1266 | 29 - A few additional utils like a simple storage API, a few algorithms for |
| 30 collision detection, noise generation and texture packing, and a simple | |
| 31 settings API with hot-reloading | |
| 32 | |
| 33 ## Hello world example | |
| 34 | |
| 35 Attention, this project is not optimized for "hello world"-scenarios, so you | |
| 36 have quite a few lines to get something to display: | |
| 37 | |
| 1269 | 38 ```nim |
| 1266 | 39 |
| 40 import semicongine | |
| 41 | |
| 42 # required | |
| 43 InitVulkan() | |
| 44 | |
| 45 # set up a simple render pass to render the displayed frame | |
| 46 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = false, samples = VK_SAMPLE_COUNT_1_BIT) | |
| 47 | |
| 48 # the swapchain, needs to be attached to the main renderpass | |
| 49 SetupSwapchain(renderpass = renderpass) | |
| 50 | |
| 51 # render data is used for memory management on the GPU | |
| 52 var renderdata = InitRenderData() | |
| 53 | |
| 54 type | |
| 55 # define a push constant, to have something moving | |
| 56 PushConstant = object | |
| 57 scale: float32 | |
| 58 # This is how we define shaders: the interface needs to be "typed" | |
| 59 # but the shader code itself can freely be written in glsl | |
| 60 Shader = object | |
| 61 position {.VertexAttribute.}: Vec3f | |
| 62 color {.VertexAttribute.}: Vec3f | |
| 63 pushConstant {.PushConstantAttribute.}: PushConstant | |
| 64 fragmentColor {.Pass.}: Vec3f | |
| 65 outColor {.ShaderOutput.}: Vec4f | |
| 66 # code | |
| 67 vertexCode: string = """void main() { | |
| 68 fragmentColor = color; | |
| 69 gl_Position = vec4(position * pushConstant.scale, 1);}""" | |
| 70 fragmentCode: string = """void main() { | |
| 71 outColor = vec4(fragmentColor, 1);}""" | |
| 72 # And we also need to define our Mesh, which does describe the vertex layout | |
| 73 TriangleMesh = object | |
| 74 position: GPUArray[Vec3f, VertexBuffer] | |
| 75 color: GPUArray[Vec3f, VertexBuffer] | |
| 76 | |
| 77 # instantiate the mesh and fill with data | |
| 78 var mesh = TriangleMesh( | |
| 79 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
| 80 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), | |
| 81 ) | |
| 82 | |
| 83 # this allocates GPU data, uploads the data to the GPU and flushes any thing that is host-cached | |
| 84 # this is a shortcut version, more fine-grained control is possible | |
| 85 AssignBuffers(renderdata, mesh) | |
| 86 renderdata.FlushAllMemory() | |
| 87 | |
| 88 # Now we need to instantiate the shader as a pipeline object that is attached to a renderpass | |
| 89 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass) | |
| 90 | |
| 91 # the main render-loop will exit if we get a kill-signal from the OS | |
| 92 while UpdateInputs(): | |
| 93 | |
| 94 # starts the drawing for the next frame and provides us necesseary framebuffer and commandbuffer objects in this scope | |
| 95 WithNextFrame(framebuffer, commandbuffer): | |
| 96 | |
| 97 # start the main (and only) renderpass we have, needs to know the target framebuffer and a commandbuffer | |
| 98 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): | |
| 99 | |
| 100 # now activate our shader-pipeline | |
| 101 WithPipeline(commandbuffer, pipeline): | |
| 102 | |
| 103 # and finally, draw the mesh and set a single parameter | |
| 104 # more complicated setups with descriptors/uniforms are of course possible | |
| 105 RenderWithPushConstant(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh, pushConstant = PushConstant(scale: 0.3)) | |
| 106 | |
| 107 # cleanup | |
| 108 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
| 109 DestroyPipeline(pipeline) | |
| 110 DestroyRenderData(renderdata) | |
| 111 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) | |
| 112 DestroyVulkan() | |
| 113 | |
| 114 ``` | |
| 115 | |
| 289 | 116 ## Roadmap |
| 41 | 117 |
| 1266 | 118 For now all features that I need are implemented. I will gradually add more |
| 119 stuff that I need, based on the games that I am developing. Here are a few | |
| 120 things that I consider integrating at a later point, once I have gather some | |
| 121 more experience what can/should be used across different projects: | |
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122 |
| 1269 | 123 - [ ] More support for glTF format (JPEG textures, animations, morphing) |
| 124 - [ ] Maybe some often used utils like camera-controllers, offscreen-rendering, shadow-map rendering, etc. | |
| 125 - [ ] Maybe some UI-stuff | |
| 126 - [ ] Controller support |
