Mercurial > games > semicongine
annotate examples/hello_cube.nim @ 56:94d7eed3f118
did: cleanup main namespace, add: better coordinate handling in input example
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 00:41:55 +0700 |
parents | 2771db8d4276 |
children | 547f3a374271 |
rev | line source |
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1 # |
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2 # TODO: Needs Depth-Buffer first! |
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3 # |
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4 # |
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5 # |
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6 # |
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7 # |
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8 # |
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9 # |
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10 # |
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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 |
56
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did: cleanup main namespace, add: better coordinate handling in input example
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15 import semicongine |
38
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16 |
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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[Vec3[float32]] |
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21 color: ColorAttribute[Vec3[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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31 |
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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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37 |
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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 = Vec3([ -0.5'f32, -0.5'f32, -0.5'f32]) |
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51 TopRightFront = Vec3([ 0.5'f32, -0.5'f32, -0.5'f32]) |
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52 BottomRightFront = Vec3([ 0.5'f32, 0.5'f32, -0.5'f32]) |
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53 BottomLeftFront = Vec3([ -0.5'f32, 0.5'f32, -0.5'f32]) |
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54 TopLeftBack = Vec3([ 0.5'f32, -0.5'f32, 0.5'f32]) |
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55 TopRightBack = Vec3([ -0.5'f32, -0.5'f32, 0.5'f32]) |
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56 BottomRightBack = Vec3([ -0.5'f32, 0.5'f32, 0.5'f32]) |
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57 BottomLeftBack = Vec3([ 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]] |
39 | 77 for i in 0'u16 ..< 6'u16: |
78 let off = i * 4 | |
79 tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
80 tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
38
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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[Vec3[float32]](data: cube_pos), |
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101 color: ColorAttribute[Vec3[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() |