Mercurial > games > semicongine
annotate examples/E03_hello_cube.nim @ 664:c33c8e156e3e
did: update examples to use new API for scene + scene globals
| author | Sam <sam@basx.dev> |
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| date | Mon, 08 May 2023 21:21:49 +0700 |
| parents | 3f13de7d8ec4 |
| children | e85f54b88afb |
| rev | line source |
|---|---|
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did: rename and update older demos to work with new APIs
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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 |
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14 import semicongine |
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15 |
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16 const |
| 602 | 17 TopLeftFront = newVec3f(-0.5'f32, -0.5'f32, -0.5'f32) |
| 18 TopRightFront = newVec3f(0.5'f32, -0.5'f32, -0.5'f32) | |
| 19 BottomRightFront = newVec3f(0.5'f32, 0.5'f32, -0.5'f32) | |
| 20 BottomLeftFront = newVec3f(-0.5'f32, 0.5'f32, -0.5'f32) | |
| 21 TopLeftBack = newVec3f(0.5'f32, -0.5'f32, 0.5'f32) | |
| 22 TopRightBack = newVec3f(-0.5'f32, -0.5'f32, 0.5'f32) | |
| 23 BottomRightBack = newVec3f(-0.5'f32, 0.5'f32, 0.5'f32) | |
| 24 BottomLeftBack = newVec3f(0.5'f32, 0.5'f32, 0.5'f32) | |
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25 const |
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26 cube_pos = @[ |
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27 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front |
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28 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back |
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29 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left |
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30 TopRightBack, TopRightFront, BottomRightFront, BottomRightBack, # right |
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31 TopLeftBack, TopRightBack, TopRightFront, TopLeftFront, # top |
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32 BottomLeftFront, BottomRightFront, BottomRightBack, BottomLeftBack, # bottom |
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33 ] |
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34 cube_color = @[ |
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35 Rf32, Rf32, Rf32, Rf32, |
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36 Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, |
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37 Gf32, Gf32, Gf32, Gf32, |
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38 Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, |
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39 Bf32, Bf32, Bf32, Bf32, |
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40 Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, |
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41 ] |
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42 var |
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43 tris: seq[array[3, uint16]] |
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44 for i in 0'u16 ..< 6'u16: |
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45 let off = i * 4 |
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46 tris.add [off + 0'u16, off + 1'u16, off + 2'u16] |
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47 tris.add [off + 2'u16, off + 3'u16, off + 0'u16] |
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48 |
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49 when isMainModule: |
| 602 | 50 var myengine = initEngine("Hello cube") |
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51 |
| 602 | 52 const |
| 53 vertexInput = @[ | |
| 624 | 54 attr[Vec3f]("position"), |
| 55 attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite), | |
| 602 | 56 ] |
| 57 vertexOutput = @[attr[Vec3f]("outcolor")] | |
| 58 uniforms = @[ | |
| 59 attr[Mat4]("projection"), | |
| 60 attr[Mat4]("view"), | |
| 61 attr[Mat4]("model"), | |
| 62 ] | |
| 63 fragOutput = @[attr[Vec4f]("color")] | |
| 64 vertexCode = compileGlslShader( | |
| 65 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
| 66 inputs=vertexInput, | |
| 67 uniforms=uniforms, | |
| 68 outputs=vertexOutput, | |
| 69 main="""outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""" | |
| 70 ) | |
| 71 fragmentCode = compileGlslShader( | |
| 72 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
| 73 inputs=vertexOutput, | |
| 74 uniforms=uniforms, | |
| 75 outputs=fragOutput, | |
| 76 main="color = vec4(outcolor, 1);" | |
| 77 ) | |
| 78 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | |
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79 var cube = newScene("scene", newEntity("cube", newMesh(positions=cube_pos, indices=tris, colors=cube_color))) |
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80 cube.addShaderGlobal("projection", Unit4f32) |
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81 cube.addShaderGlobal("view", Unit4f32) |
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82 cube.addShaderGlobal("model", Unit4f32) |
| 602 | 83 myengine.addScene(cube, vertexInput) |
| 84 | |
| 85 var t: float32 = cpuTime() | |
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86 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): |
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87 setShaderGlobal(cube, "model", translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) |
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88 setShaderGlobal(cube, "projection", |
| 602 | 89 perspective( |
| 90 float32(PI / 4), | |
| 91 float32(myengine.getWindow().size[0]) / float32(myengine.getWindow().size[0]), | |
| 92 0.1'f32, | |
| 93 100'f32 | |
| 94 ) | |
| 95 ) | |
| 96 t = cpuTime() | |
| 97 | |
| 98 myengine.renderScene(cube) | |
| 99 | |
| 100 myengine.destroy() |
