Mercurial > games > semicongine
annotate examples/E02_squares.nim @ 316:b145a05c2459
add: changing rendering system, not finished yet, also upgrading to Nim 2
author | Sam <sam@basx.dev> |
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date | Mon, 07 Aug 2023 00:23:00 +0700 |
parents | da0bd61abe91 |
children | 887ddc8d45fd |
rev | line source |
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1 import std/sequtils |
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2 import std/random |
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3 |
271 | 4 import ../src/semicongine |
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5 |
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6 |
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7 when isMainModule: |
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8 randomize() |
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9 const |
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10 COLUMNS = 10 |
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11 ROWS = 10 |
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12 WIDTH = 2'f32 / COLUMNS |
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13 HEIGHT = 2'f32 / ROWS |
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14 var |
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15 vertices: array[COLUMNS * ROWS * 4, Vec3f] |
210 | 16 colors: array[COLUMNS * ROWS * 4, Vec4f] |
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17 iValues: array[COLUMNS * ROWS * 4, uint32] |
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18 indices: array[COLUMNS * ROWS * 2, array[3, uint16]] |
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19 |
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20 for row in 0 ..< ROWS: |
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21 for col in 0 ..< COLUMNS: |
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22 let |
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23 y: float32 = (row * 2 / COLUMNS) - 1 |
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24 x: float32 = (col * 2 / ROWS) - 1 |
210 | 25 color = newVec4f((x + 1) / 2, (y + 1) / 2, 0, 1) |
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26 squareIndex = row * COLUMNS + col |
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27 vertIndex = squareIndex * 4 |
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28 vertices[vertIndex + 0] = newVec3f(x, y) |
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29 vertices[vertIndex + 1] = newVec3f(x + WIDTH, y) |
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30 vertices[vertIndex + 2] = newVec3f(x + WIDTH, y + HEIGHT) |
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31 vertices[vertIndex + 3] = newVec3f(x, y + HEIGHT) |
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32 colors[vertIndex + 0] = color |
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33 colors[vertIndex + 1] = color |
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34 colors[vertIndex + 2] = color |
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35 colors[vertIndex + 3] = color |
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36 iValues[vertIndex + 0] = uint32(squareIndex) |
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37 iValues[vertIndex + 1] = uint32(squareIndex) |
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38 iValues[vertIndex + 2] = uint32(squareIndex) |
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39 iValues[vertIndex + 3] = uint32(squareIndex) |
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40 indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex + 1), uint16(vertIndex + 2)] |
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41 indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex + 3), uint16(vertIndex + 0)] |
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42 |
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43 |
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44 const |
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45 inputs = @[ |
163 | 46 attr[Vec3f]("position"), |
210 | 47 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
163 | 48 attr[uint32]("index"), |
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49 ] |
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50 intermediate = @[attr[Vec4f]("outcolor")] |
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51 uniforms = @[attr[float32]("time")] |
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52 outputs = @[attr[Vec4f]("color")] |
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53 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( |
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54 inputs=inputs, |
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55 intermediate=intermediate, |
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56 outputs=outputs, |
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57 uniforms=uniforms, |
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58 vertexCode=""" |
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59 float pos_weight = index / 100.0; // add some gamma correction? |
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60 float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5; |
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61 float v = min(1, max(0, pow(pos_weight - t, 2))); |
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62 v = pow(1 - v, 3000); |
210 | 63 outcolor = vec4(color.r, color.g, v * 0.5, 1); |
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64 gl_Position = vec4(position, 1.0); |
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65 """, |
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66 fragmentCode="color = outcolor;", |
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67 ) |
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68 var squaremesh = newMesh( |
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69 positions=vertices, |
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70 indices=indices, |
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71 colors=colors, |
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72 ) |
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73 setMeshData[uint32](squaremesh, "index", iValues.toSeq) |
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74 |
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75 var myengine = initEngine("Squares") |
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76 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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77 |
302 | 78 var scene = newScene("scene", newEntity("scene", [], newEntity("squares", {"mesh": Component(squaremesh)}))) |
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79 myengine.addScene(scene, inputs, @[], transformAttribute="") |
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80 scene.addShaderGlobal("time", 0.0'f32) |
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81 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): |
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82 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) |
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83 myengine.renderScene(scene) |
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84 |
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85 myengine.destroy() |