Mercurial > games > semicongine
annotate examples/E03_hello_cube.nim @ 763:a4c757f5d17f
did: change API for ECS
author | Sam <sam@basx.dev> |
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date | Tue, 27 Jun 2023 00:17:40 +0700 |
parents | 5cd6808150fc |
children | 754835bf175e |
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 |
732 | 13 import ../src/semicongine |
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14 |
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15 const |
602 | 16 TopLeftFront = newVec3f(-0.5'f32, -0.5'f32, -0.5'f32) |
17 TopRightFront = newVec3f(0.5'f32, -0.5'f32, -0.5'f32) | |
18 BottomRightFront = newVec3f(0.5'f32, 0.5'f32, -0.5'f32) | |
19 BottomLeftFront = newVec3f(-0.5'f32, 0.5'f32, -0.5'f32) | |
20 TopLeftBack = newVec3f(0.5'f32, -0.5'f32, 0.5'f32) | |
21 TopRightBack = newVec3f(-0.5'f32, -0.5'f32, 0.5'f32) | |
22 BottomRightBack = newVec3f(-0.5'f32, 0.5'f32, 0.5'f32) | |
23 BottomLeftBack = newVec3f(0.5'f32, 0.5'f32, 0.5'f32) | |
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24 const |
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25 cube_pos = @[ |
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26 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front |
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27 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back |
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28 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left |
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29 TopRightBack, TopRightFront, BottomRightFront, BottomRightBack, # right |
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30 TopLeftBack, TopRightBack, TopRightFront, TopLeftFront, # top |
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31 BottomLeftFront, BottomRightFront, BottomRightBack, BottomLeftBack, # bottom |
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32 ] |
671 | 33 R = newVec4f(1, 0, 0, 1) |
34 G = newVec4f(0, 1, 0, 1) | |
35 B = newVec4f(0, 0, 1, 1) | |
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36 cube_color = @[ |
671 | 37 R, R, R, R, |
38 R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, | |
39 G, G, G, G, | |
40 G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, | |
41 B, B, B, B, | |
42 B * 0.5'f32, B * 0.5'f32, B * 0.5'f32, B * 0.5'f32, | |
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43 ] |
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44 var |
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45 tris: seq[array[3, uint16]] |
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46 for i in 0'u16 ..< 6'u16: |
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47 let off = i * 4 |
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48 tris.add [off + 0'u16, off + 1'u16, off + 2'u16] |
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49 tris.add [off + 2'u16, off + 3'u16, off + 0'u16] |
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50 |
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51 when isMainModule: |
602 | 52 var myengine = initEngine("Hello cube") |
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53 |
602 | 54 const |
55 vertexInput = @[ | |
624 | 56 attr[Vec3f]("position"), |
671 | 57 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
602 | 58 ] |
671 | 59 vertexOutput = @[attr[Vec4f]("outcolor")] |
602 | 60 uniforms = @[ |
61 attr[Mat4]("projection"), | |
62 attr[Mat4]("view"), | |
63 attr[Mat4]("model"), | |
64 ] | |
65 fragOutput = @[attr[Vec4f]("color")] | |
66 vertexCode = compileGlslShader( | |
67 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
68 inputs=vertexInput, | |
69 uniforms=uniforms, | |
70 outputs=vertexOutput, | |
71 main="""outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""" | |
72 ) | |
73 fragmentCode = compileGlslShader( | |
74 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
75 inputs=vertexOutput, | |
76 uniforms=uniforms, | |
77 outputs=fragOutput, | |
671 | 78 main="color = outcolor;" |
602 | 79 ) |
80 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | |
763 | 81 var cube = newScene("scene", newEntity("cube", {"mesh": Component(newMesh(positions=cube_pos, indices=tris, colors=cube_color))})) |
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82 cube.addShaderGlobal("projection", Unit4f32) |
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83 cube.addShaderGlobal("view", Unit4f32) |
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84 cube.addShaderGlobal("model", Unit4f32) |
739 | 85 myengine.addScene(cube, vertexInput, @[], transformAttribute="") |
602 | 86 |
87 var t: float32 = cpuTime() | |
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88 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): |
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89 setShaderGlobal(cube, "model", translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) |
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90 setShaderGlobal(cube, "projection", |
602 | 91 perspective( |
92 float32(PI / 4), | |
93 float32(myengine.getWindow().size[0]) / float32(myengine.getWindow().size[0]), | |
94 0.1'f32, | |
95 100'f32 | |
96 ) | |
97 ) | |
98 t = cpuTime() | |
99 | |
100 myengine.renderScene(cube) | |
101 | |
102 myengine.destroy() |