annotate examples/E02_squares.nim @ 210:f3912838cd69

fix: always use rgba
author Sam <sam@basx.dev>
date Tue, 09 May 2023 18:19:17 +0700
parents 6e2017cb8b8b
children ad078e26a1c7
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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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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]
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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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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
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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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44 const
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45 vertexInput = @[
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46 attr[Vec3f]("position"),
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47 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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48 attr[uint32]("index"),
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49 ]
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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);
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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,
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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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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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91 myengine.destroy()