annotate examples/E02_squares.nim @ 124:cb9e27a30165

fix: completely overhole buffer handling for drawing, fix shit
author Sam <sam@basx.dev>
date Mon, 10 Apr 2023 20:09:37 +0700
parents 779607656b12
children fc5db4f1f94e
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1 import std/times
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2 import std/strutils
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3 import std/math
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4 import std/random
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5
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6 import semicongine
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7
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8 type
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9 VertexDataA = object
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10 position11: PositionAttribute[Vec2]
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11 color22: ColorAttribute[Vec3]
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12 index: GenericAttribute[uint32]
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13 Uniforms = object
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14 t: Descriptor[float32]
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16 var
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17 pipeline: RenderPipeline[VertexDataA, Uniforms]
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18 uniformdata = Uniforms(t: Descriptor[float32](value: 0'f32))
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19
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20 proc globalUpdate(engine: var Engine, t, dt: float32) =
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21 uniformdata.t.value += dt
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22 engine.vulkan.device.updateUniformData(pipeline, uniformdata)
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24 when isMainModule:
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25 randomize()
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26 var myengine = igniteEngine("Squares")
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27 const
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28 COLUMNS = 10
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29 ROWS = 10
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30 WIDTH = 2'f32 / COLUMNS
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31 HEIGHT = 2'f32 / ROWS
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32 var
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33 vertices: array[COLUMNS * ROWS * 4, Vec2]
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34 colors: array[COLUMNS * ROWS * 4, Vec3]
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35 iValues: array[COLUMNS * ROWS * 4, uint32]
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36 indices: array[COLUMNS * ROWS * 2, array[3, uint16]]
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38 for row in 0 ..< ROWS:
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39 for col in 0 ..< COLUMNS:
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40 let
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41 y: float32 = (row * 2 / COLUMNS) - 1
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42 x: float32 = (col * 2 / ROWS) - 1
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43 color = Vec3([(x + 1) / 2, (y + 1) / 2, 0'f32])
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44 squareIndex = row * COLUMNS + col
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45 vertIndex = squareIndex * 4
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46 vertices[vertIndex + 0] = Vec2([x, y])
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47 vertices[vertIndex + 1] = Vec2([x + WIDTH, y])
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48 vertices[vertIndex + 2] = Vec2([x + WIDTH, y + HEIGHT])
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49 vertices[vertIndex + 3] = Vec2([x, y + HEIGHT])
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50 colors[vertIndex + 0] = color
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51 colors[vertIndex + 1] = color
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52 colors[vertIndex + 2] = color
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53 colors[vertIndex + 3] = color
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54 iValues[vertIndex + 0] = uint32(squareIndex)
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55 iValues[vertIndex + 1] = uint32(squareIndex)
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56 iValues[vertIndex + 2] = uint32(squareIndex)
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57 iValues[vertIndex + 3] = uint32(squareIndex)
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58 indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex +
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59 1), uint16(vertIndex + 2)]
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60 indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex +
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61 3), uint16(vertIndex + 0)]
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63
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64 type PIndexedMesh = Mesh[VertexDataA,
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65 uint16] # required so we can use ctor with ref/on heap
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66 var squaremesh = PIndexedMesh(
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67 vertexData: VertexDataA(
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68 position11: PositionAttribute[Vec2](data: @vertices),
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69 color22: ColorAttribute[Vec3](data: @colors),
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70 index: GenericAttribute[uint32](data: @iValues),
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71 ),
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72 indexed: true,
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73 indices: @indices
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74 )
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75 var scene = newThing("scene", newThing("squares", squaremesh))
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77 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](
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78 """
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79 float pos_weight = index / 100.0; // add some gamma correction?
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80 float t = sin(uniforms.t * 0.5) * 0.5 + 0.5;
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81 float v = min(1, max(0, pow(pos_weight - t, 2)));
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82 v = pow(1 - v, 3000);
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83 out_color = vec4(in_color.r, in_color.g, v * 0.5, 1.0);
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84 """
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85 )
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86 const fragmentShader = generateFragmentShaderCode[VertexDataA]()
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87 static:
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88 echo vertexShader
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89 pipeline = setupPipeline[VertexDataA, Uniforms, uint16](
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90 myengine,
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91 scene,
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92 vertexShader,
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93 fragmentShader
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94 )
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95 myengine.run(pipeline, globalUpdate)
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96 pipeline.trash()
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97 myengine.trash()