Mercurial > games > semicongine
annotate README.md @ 1279:e0ba4aead324
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| author | sam <sam@basx.dev> |
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| date | Mon, 29 Jul 2024 15:43:44 +0700 |
| parents | 9d6ce3c34c38 |
| children | bf92a730c83a |
| rev | line source |
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| 922 | 1 Note: If you are reading this on Github, please not that this is only a mirror |
| 1266 | 2 repository and the newest code is hosted on my mercurial repository at |
| 3 https://hg.basx.dev/games/semicongine/. | |
| 922 | 4 |
| 289 | 5 # Semicongine |
| 41 | 6 |
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7 Hi there |
| 8 | 8 |
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9 This is a little game engine, mainly trying to wrap around vulkan and the |
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10 operating system's windowing, input and audio system. I am using the last |
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11 programming language you will ever need, [Nim](https://nim-lang.org/) |
| 41 | 12 |
| 1266 | 13 ## Features |
| 14 | |
| 15 The engine currently features the following: | |
| 16 | |
| 17 - No dependencies outside of this repo (except zip/unzip on Linux). All | |
| 1275 | 18 dependencies are included (`libs` for library dependencies, `tools` for |
| 19 binaries/scripts, `semicongine/thirdparty` for code dependencies) | |
| 1266 | 20 - Low-level, Vulkan-base rendering system |
| 1275 | 21 - All vertex/uniform/descriptors/shader-formats can and must be defined |
| 22 "freely". The only restriction that we currently have, is that vertex data is | |
| 23 non-interleaved. | |
| 1266 | 24 - A ton of compiletime checks to ensure the defined mesh-data and shaders are |
| 25 compatible for rendering | |
| 26 - Simple audio mixer, should suffice for most things | |
| 27 - Simple input-system, no controller support at this time | |
| 1275 | 28 - Resource packaging of images, audio and 3D files as either folders, zip files or embedded in the executable |
| 1267 | 29 - Simple font and text rendering |
| 1266 | 30 - A few additional utils like a simple storage API, a few algorithms for |
| 31 collision detection, noise generation and texture packing, and a simple | |
| 32 settings API with hot-reloading | |
| 33 | |
| 34 ## Hello world example | |
| 35 | |
| 36 Attention, this project is not optimized for "hello world"-scenarios, so you | |
| 37 have quite a few lines to get something to display: | |
| 38 | |
| 1269 | 39 ```nim |
| 1266 | 40 |
| 41 import semicongine | |
| 42 | |
| 43 # required | |
| 44 InitVulkan() | |
| 45 | |
| 46 # set up a simple render pass to render the displayed frame | |
| 47 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = false, samples = VK_SAMPLE_COUNT_1_BIT) | |
| 48 | |
| 49 # the swapchain, needs to be attached to the main renderpass | |
| 50 SetupSwapchain(renderpass = renderpass) | |
| 51 | |
| 52 # render data is used for memory management on the GPU | |
| 53 var renderdata = InitRenderData() | |
| 54 | |
| 55 type | |
| 56 # define a push constant, to have something moving | |
| 57 PushConstant = object | |
| 58 scale: float32 | |
| 59 # This is how we define shaders: the interface needs to be "typed" | |
| 60 # but the shader code itself can freely be written in glsl | |
| 61 Shader = object | |
| 62 position {.VertexAttribute.}: Vec3f | |
| 63 color {.VertexAttribute.}: Vec3f | |
| 64 pushConstant {.PushConstantAttribute.}: PushConstant | |
| 65 fragmentColor {.Pass.}: Vec3f | |
| 66 outColor {.ShaderOutput.}: Vec4f | |
| 67 # code | |
| 68 vertexCode: string = """void main() { | |
| 69 fragmentColor = color; | |
| 70 gl_Position = vec4(position * pushConstant.scale, 1);}""" | |
| 71 fragmentCode: string = """void main() { | |
| 72 outColor = vec4(fragmentColor, 1);}""" | |
| 73 # And we also need to define our Mesh, which does describe the vertex layout | |
| 74 TriangleMesh = object | |
| 75 position: GPUArray[Vec3f, VertexBuffer] | |
| 76 color: GPUArray[Vec3f, VertexBuffer] | |
| 77 | |
| 78 # instantiate the mesh and fill with data | |
| 79 var mesh = TriangleMesh( | |
| 80 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
| 81 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), | |
| 82 ) | |
| 83 | |
| 84 # this allocates GPU data, uploads the data to the GPU and flushes any thing that is host-cached | |
| 85 # this is a shortcut version, more fine-grained control is possible | |
| 86 AssignBuffers(renderdata, mesh) | |
| 87 renderdata.FlushAllMemory() | |
| 88 | |
| 89 # Now we need to instantiate the shader as a pipeline object that is attached to a renderpass | |
| 90 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass) | |
| 91 | |
| 92 # the main render-loop will exit if we get a kill-signal from the OS | |
| 93 while UpdateInputs(): | |
| 94 | |
| 95 # starts the drawing for the next frame and provides us necesseary framebuffer and commandbuffer objects in this scope | |
| 96 WithNextFrame(framebuffer, commandbuffer): | |
| 97 | |
| 98 # start the main (and only) renderpass we have, needs to know the target framebuffer and a commandbuffer | |
| 99 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): | |
| 100 | |
| 101 # now activate our shader-pipeline | |
| 102 WithPipeline(commandbuffer, pipeline): | |
| 103 | |
| 104 # and finally, draw the mesh and set a single parameter | |
| 105 # more complicated setups with descriptors/uniforms are of course possible | |
| 106 RenderWithPushConstant(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh, pushConstant = PushConstant(scale: 0.3)) | |
| 107 | |
| 108 # cleanup | |
| 109 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
| 110 DestroyPipeline(pipeline) | |
| 111 DestroyRenderData(renderdata) | |
| 112 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) | |
| 113 DestroyVulkan() | |
| 114 | |
| 115 ``` | |
| 116 | |
| 1275 | 117 ## Future development |
| 41 | 118 |
| 1266 | 119 For now all features that I need are implemented. I will gradually add more |
| 120 stuff that I need, based on the games that I am developing. Here are a few | |
| 121 things that I consider integrating at a later point, once I have gather some | |
| 122 more experience what can/should be used across different projects: | |
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123 |
| 1269 | 124 - [ ] More support for glTF format (JPEG textures, animations, morphing) |
| 1275 | 125 - [ ] Some often used utils like camera-controllers, offscreen-rendering, shadow-map rendering, etc. |
| 126 - [ ] Some UI-stuff | |
| 1269 | 127 - [ ] Controller support |
