Mercurial > games > semicongine
annotate examples/E02_squares.nim @ 233:b588fe2aa00e
fix: material loading, still some bugs here
author | Sam <sam@basx.dev> |
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date | Sat, 20 May 2023 01:18:45 +0700 |
parents | f3912838cd69 |
children | ad078e26a1c7 |
rev | line source |
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1 import std/sequtils |
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2 import std/random |
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3 |
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4 import 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 vertexInput = @[ |
163 | 46 attr[Vec3f]("position"), |
210 | 47 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
163 | 48 attr[uint32]("index"), |
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49 ] |
210 | 50 vertexOutput = @[attr[Vec4f]("outcolor")] |
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51 uniforms = @[attr[float32]("time")] |
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52 fragOutput = @[attr[Vec4f]("color")] |
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53 vertexCode = compileGlslShader( |
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54 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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55 inputs=vertexInput, |
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56 uniforms=uniforms, |
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57 outputs=vertexOutput, |
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58 main=""" |
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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 ) |
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67 fragmentCode = compileGlslShader( |
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68 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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69 inputs=vertexOutput, |
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70 uniforms=uniforms, |
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71 outputs=fragOutput, |
210 | 72 main="color = outcolor;" |
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73 ) |
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74 var squaremesh = newMesh( |
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75 positions=vertices, |
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76 indices=indices, |
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77 colors=colors, |
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78 ) |
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79 setMeshData[uint32](squaremesh, "index", iValues.toSeq) |
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80 |
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81 var myengine = initEngine("Squares") |
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82 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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83 |
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84 var scene = newScene("scene", newEntity("scene", newEntity("squares", squaremesh))) |
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85 myengine.addScene(scene, vertexInput) |
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86 scene.addShaderGlobal("time", 0.0'f32) |
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87 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): |
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88 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) |
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89 myengine.renderScene(scene) |
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90 |
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91 myengine.destroy() |