Mercurial > games > semicongine
comparison examples/squares.nim @ 494:0c18638c7217
did: refactoring, move more from make to nimscript
author | Sam <sam@basx.dev> |
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date | Sun, 15 Jan 2023 23:23:54 +0700 |
parents | |
children | c3c963e7c1a6 |
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493:680c4b8ca28a | 494:0c18638c7217 |
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1 import std/times | |
2 import std/strutils | |
3 import std/math | |
4 import std/random | |
5 import std/enumerate | |
6 | |
7 import zamikongine/engine | |
8 import zamikongine/math/vector | |
9 import zamikongine/math/matrix | |
10 import zamikongine/vertex | |
11 import zamikongine/descriptor | |
12 import zamikongine/mesh | |
13 import zamikongine/thing | |
14 import zamikongine/shader | |
15 import zamikongine/buffer | |
16 | |
17 type | |
18 VertexDataA = object | |
19 position11: PositionAttribute[Vec2[float32]] | |
20 color22: ColorAttribute[Vec3[float32]] | |
21 index: GenericAttribute[uint32] | |
22 Uniforms = object | |
23 t: Descriptor[float32] | |
24 | |
25 var | |
26 pipeline: RenderPipeline[VertexDataA, Uniforms] | |
27 uniformdata = Uniforms(t: Descriptor[float32](value: 0'f32)) | |
28 | |
29 proc globalUpdate(engine: var Engine, dt: float32) = | |
30 uniformdata.t.value += dt | |
31 for buffer in pipeline.uniformBuffers: | |
32 buffer.updateData(uniformdata) | |
33 | |
34 when isMainModule: | |
35 randomize() | |
36 var myengine = igniteEngine("A lot of triangles") | |
37 const | |
38 COLUMNS = 10 | |
39 ROWS = 10 | |
40 WIDTH = 2'f32 / COLUMNS | |
41 HEIGHT = 2'f32 / ROWS | |
42 var | |
43 vertices: array[COLUMNS * ROWS * 4, Vec2[float32]] | |
44 colors: array[COLUMNS * ROWS * 4, Vec3[float32]] | |
45 iValues: array[COLUMNS * ROWS * 4, uint32] | |
46 indices: array[COLUMNS * ROWS * 2, array[3, uint16]] | |
47 | |
48 for row in 0 ..< ROWS: | |
49 for col in 0 ..< COLUMNS: | |
50 let | |
51 y: float32 = (row * 2 / COLUMNS) - 1 | |
52 x: float32 = (col * 2 / ROWS) - 1 | |
53 color = Vec3[float32]([(x + 1) / 2, (y + 1) / 2, 0'f32]) | |
54 squareIndex = row * COLUMNS + col | |
55 vertIndex = squareIndex * 4 | |
56 vertices[vertIndex + 0] = Vec2[float32]([x, y]) | |
57 vertices[vertIndex + 1] = Vec2[float32]([x + WIDTH, y]) | |
58 vertices[vertIndex + 2] = Vec2[float32]([x + WIDTH, y + HEIGHT]) | |
59 vertices[vertIndex + 3] = Vec2[float32]([x, y + HEIGHT]) | |
60 colors[vertIndex + 0] = color | |
61 colors[vertIndex + 1] = color | |
62 colors[vertIndex + 2] = color | |
63 colors[vertIndex + 3] = color | |
64 iValues[vertIndex + 0] = uint32(squareIndex) | |
65 iValues[vertIndex + 1] = uint32(squareIndex) | |
66 iValues[vertIndex + 2] = uint32(squareIndex) | |
67 iValues[vertIndex + 3] = uint32(squareIndex) | |
68 indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex + 1), uint16(vertIndex + 2)] | |
69 indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex + 3), uint16(vertIndex + 0)] | |
70 | |
71 var scene = new Thing | |
72 | |
73 type PIndexedMesh = ref IndexedMesh[VertexDataA, uint16] # required so we can use ctor with ref/on heap | |
74 var squaremesh = PIndexedMesh( | |
75 vertexData: VertexDataA( | |
76 position11: PositionAttribute[Vec2[float32]](data: @vertices), | |
77 color22: ColorAttribute[Vec3[float32]](data: @colors), | |
78 index: GenericAttribute[uint32](data: @iValues), | |
79 ), | |
80 indices: @indices | |
81 ) | |
82 var childthing = new Thing | |
83 childthing.parts.add squaremesh | |
84 scene.children.add childthing | |
85 | |
86 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]( | |
87 """ | |
88 float pos_weight = index / 100.0; // add some gamma correction? | |
89 float t = sin(uniforms.t * 0.5) * 0.5 + 0.5; | |
90 float v = min(1, max(0, pow(pos_weight - t, 2))); | |
91 v = pow(1 - v, 3000); | |
92 out_color = vec3(in_color.r, in_color.g, v * 0.5); | |
93 """ | |
94 ) | |
95 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
96 static: | |
97 echo "--------------" | |
98 for (i, line) in enumerate(vertexShader.splitLines()): | |
99 echo $(i + 1) & " " & line | |
100 echo "--------------" | |
101 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | |
102 myengine, | |
103 scene, | |
104 vertexShader, | |
105 fragmentShader | |
106 ) | |
107 myengine.run(pipeline, globalUpdate) | |
108 pipeline.trash() | |
109 myengine.trash() |