annotate examples/E03_hello_cube.nim @ 981:c81541f55d9c

add: check for uniform buffer layout, seem not be available on some older devices
author sam <sam@basx.dev>
date Sat, 06 Apr 2024 16:41:26 +0700
parents c66503386e8b
children d6c27f0ed3e4
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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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7 #
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8 #
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11 import std/tables
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12 import std/times
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13
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14 import ../src/semicongine
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16 const
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17 TopLeftFront = newVec3f(-0.5'f32, -0.5'f32, -0.5'f32)
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18 TopRightFront = newVec3f(0.5'f32, -0.5'f32, -0.5'f32)
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19 BottomRightFront = newVec3f(0.5'f32, 0.5'f32, -0.5'f32)
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20 BottomLeftFront = newVec3f(-0.5'f32, 0.5'f32, -0.5'f32)
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21 TopLeftBack = newVec3f(0.5'f32, -0.5'f32, 0.5'f32)
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22 TopRightBack = newVec3f(-0.5'f32, -0.5'f32, 0.5'f32)
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23 BottomRightBack = newVec3f(-0.5'f32, 0.5'f32, 0.5'f32)
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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 R = newVec4f(1, 0, 0, 1)
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35 G = newVec4f(0, 1, 0, 1)
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36 B = newVec4f(0, 0, 1, 1)
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37 cube_color = @[
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38 R, R, R, R,
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39 R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, R * 0.5'f32,
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40 G, G, G, G,
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41 G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, G * 0.5'f32,
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42 B, B, B, B,
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43 B * 0.5'f32, B * 0.5'f32, B * 0.5'f32, B * 0.5'f32,
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44 ]
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45 var
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46 tris: seq[array[3, uint16]]
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47 for i in 0'u16 ..< 6'u16:
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48 let off = i * 4
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49 tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
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50 tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
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51
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52 when isMainModule:
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53 var myengine = initEngine("Hello cube")
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54
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55 const
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56 shaderConfiguration = createShaderConfiguration(
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57 inputs=[
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58 attr[Vec3f]("position"),
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59 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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60 ],
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61 intermediates=[attr[Vec4f]("outcolor")],
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62 uniforms=[
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63 attr[Mat4]("projection"),
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64 attr[Mat4]("view"),
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65 attr[Mat4]("model"),
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66 ],
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67 outputs=[attr[Vec4f]("color")],
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68 vertexCode="""outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""",
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69 fragmentCode="color = outcolor;",
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70 )
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71 myengine.initRenderer({"default": shaderConfiguration}.toTable)
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72 var cube = Scene(name: "scene", meshes: @[newMesh(positions=cube_pos, indices=tris, colors=cube_color, material=Material(name: "default"))])
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73 cube.addShaderGlobal("projection", Unit4f32)
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74 cube.addShaderGlobal("view", Unit4f32)
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75 cube.addShaderGlobal("model", Unit4f32)
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76 myengine.addScene(cube)
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77
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78 var t: float32 = cpuTime()
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79 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape):
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80 setShaderGlobal(cube, "model", translate(0'f32, 0'f32, 10'f32) * rotate(t, Yf32))
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81 setShaderGlobal(cube, "projection",
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82 perspective(
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83 float32(PI / 4),
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84 float32(myengine.getWindow().size[0]) / float32(myengine.getWindow().size[0]),
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85 0.1'f32,
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86 100'f32
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87 )
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88 )
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89 t = cpuTime()
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90 myengine.renderScene(cube)
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91
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92 myengine.destroy()