comparison examples/E02_squares.nim @ 61:0f04ba283558

did: rename and update older demos to work with new APIs
author Sam <sam@basx.dev>
date Tue, 24 Jan 2023 10:22:38 +0700
parents examples/squares.nim@c57285d292b6
children bdef52f3bc0d
comparison
equal deleted inserted replaced
60:c57285d292b6 61:0f04ba283558
1 import std/times
2 import std/strutils
3 import std/math
4 import std/random
5
6 import semicongine
7
8 type
9 VertexDataA = object
10 position11: PositionAttribute[Vec2]
11 color22: ColorAttribute[Vec3]
12 index: GenericAttribute[uint32]
13 Uniforms = object
14 t: Descriptor[float32]
15
16 var
17 pipeline: RenderPipeline[VertexDataA, Uniforms]
18 uniformdata = Uniforms(t: Descriptor[float32](value: 0'f32))
19
20 proc globalUpdate(engine: var Engine, dt: float32) =
21 uniformdata.t.value += dt
22 engine.vulkan.device.updateUniformData(pipeline, uniformdata)
23
24 when isMainModule:
25 randomize()
26 var myengine = igniteEngine("Squares")
27 const
28 COLUMNS = 10
29 ROWS = 10
30 WIDTH = 2'f32 / COLUMNS
31 HEIGHT = 2'f32 / ROWS
32 var
33 vertices: array[COLUMNS * ROWS * 4, Vec2]
34 colors: array[COLUMNS * ROWS * 4, Vec3]
35 iValues: array[COLUMNS * ROWS * 4, uint32]
36 indices: array[COLUMNS * ROWS * 2, array[3, uint16]]
37
38 for row in 0 ..< ROWS:
39 for col in 0 ..< COLUMNS:
40 let
41 y: float32 = (row * 2 / COLUMNS) - 1
42 x: float32 = (col * 2 / ROWS) - 1
43 color = Vec3([(x + 1) / 2, (y + 1) / 2, 0'f32])
44 squareIndex = row * COLUMNS + col
45 vertIndex = squareIndex * 4
46 vertices[vertIndex + 0] = Vec2([x, y])
47 vertices[vertIndex + 1] = Vec2([x + WIDTH, y])
48 vertices[vertIndex + 2] = Vec2([x + WIDTH, y + HEIGHT])
49 vertices[vertIndex + 3] = Vec2([x, y + HEIGHT])
50 colors[vertIndex + 0] = color
51 colors[vertIndex + 1] = color
52 colors[vertIndex + 2] = color
53 colors[vertIndex + 3] = color
54 iValues[vertIndex + 0] = uint32(squareIndex)
55 iValues[vertIndex + 1] = uint32(squareIndex)
56 iValues[vertIndex + 2] = uint32(squareIndex)
57 iValues[vertIndex + 3] = uint32(squareIndex)
58 indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex +
59 1), uint16(vertIndex + 2)]
60 indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex +
61 3), uint16(vertIndex + 0)]
62
63
64 type PIndexedMesh = IndexedMesh[VertexDataA,
65 uint16] # required so we can use ctor with ref/on heap
66 var squaremesh = PIndexedMesh(
67 vertexData: VertexDataA(
68 position11: PositionAttribute[Vec2](data: @vertices),
69 color22: ColorAttribute[Vec3](data: @colors),
70 index: GenericAttribute[uint32](data: @iValues),
71 ),
72 indices: @indices
73 )
74 var scene = newThing("scene", newThing("squares", squaremesh))
75
76 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](
77 """
78 float pos_weight = index / 100.0; // add some gamma correction?
79 float t = sin(uniforms.t * 0.5) * 0.5 + 0.5;
80 float v = min(1, max(0, pow(pos_weight - t, 2)));
81 v = pow(1 - v, 3000);
82 out_color = vec3(in_color.r, in_color.g, v * 0.5);
83 """
84 )
85 const fragmentShader = generateFragmentShaderCode[VertexDataA]()
86 pipeline = setupPipeline[VertexDataA, Uniforms, uint16](
87 myengine,
88 scene,
89 vertexShader,
90 fragmentShader
91 )
92 myengine.run(pipeline, globalUpdate)
93 pipeline.trash()
94 myengine.trash()