Mercurial > games > semicongine
comparison examples/hello_triangle.nim @ 493:680c4b8ca28a
add: working implementation of uniforms
| author | Sam <sam@basx.dev> | 
|---|---|
| date | Sat, 14 Jan 2023 23:34:50 +0700 | 
| parents | 54a1f8ee208e | 
| children | 0c18638c7217 | 
   comparison
  equal
  deleted
  inserted
  replaced
| 492:d63d980fa3bb | 493:680c4b8ca28a | 
|---|---|
| 1 import std/times | 1 import std/times | 
| 2 import std/strutils | |
| 3 import std/enumerate | |
| 2 | 4 | 
| 3 import zamikongine/engine | 5 import zamikongine/engine | 
| 4 import zamikongine/math/vector | 6 import zamikongine/math/vector | 
| 7 import zamikongine/math/matrix | |
| 5 import zamikongine/vertex | 8 import zamikongine/vertex | 
| 9 import zamikongine/descriptor | |
| 6 import zamikongine/mesh | 10 import zamikongine/mesh | 
| 7 import zamikongine/thing | 11 import zamikongine/thing | 
| 8 import zamikongine/shader | 12 import zamikongine/shader | 
| 9 import zamikongine/buffer | 13 import zamikongine/buffer | 
| 10 | 14 | 
| 11 type | 15 type | 
| 12 # define type of vertex | 16 # define type of vertex | 
| 13 VertexDataA = object | 17 VertexDataA = object | 
| 14 position: VertexAttribute[Vec2[float32]] | 18 position: PositionAttribute[Vec2[float32]] | 
| 15 color: VertexAttribute[Vec3[float32]] | 19 color: ColorAttribute[Vec3[float32]] | 
| 16 UniformType = float32 | 20 Uniforms = object | 
| 21 mat: Descriptor[Mat44[float32]] | |
| 22 dt: Descriptor[float32] | |
| 17 | 23 | 
| 18 proc globalUpdate(engine: var Engine, dt: Duration) = | 24 var pipeline: RenderPipeline[VertexDataA, Uniforms] | 
| 19 # var t = float32(dt.inNanoseconds) / 1_000_000_000'f32 | |
| 20 # for buffer in engine.vulkan.uniformBuffers: | |
| 21 # buffer.updateData(t) | |
| 22 | 25 | 
| 23 echo dt | 26 var pos = 0'f32; | 
| 27 var uniforms = Uniforms( | |
| 28 mat: Descriptor[Mat44[float32]](value: Unit44f32), | |
| 29 dt: Descriptor[float32](value: 0'f32), | |
| 30 ) | |
| 31 var scaledir = 1'f32 | |
| 32 proc globalUpdate(engine: var Engine, dt: float32) = | |
| 33 uniforms.mat.value = uniforms.mat.value * scale3d(1 + scaledir * dt, 1 + scaledir * dt, 0'f32) | |
| 34 if uniforms.mat.value[0, 0] > 2'f32 or uniforms.mat.value[0, 0] < 0.5'f32: | |
| 35 scaledir = - scaledir | |
| 36 for buffer in pipeline.uniformBuffers: | |
| 37 buffer.updateData(uniforms) | |
| 38 echo uniforms.mat.value | |
| 24 | 39 | 
| 25 # vertex data (types must match the above VertexAttributes) | 40 # vertex data (types must match the above VertexAttributes) | 
| 26 const | 41 const | 
| 27 triangle_pos = @[ | 42 triangle_pos = @[ | 
| 28 Vec2([ 0.0'f32, -0.5'f32]), | 43 Vec2([ 0.0'f32, -0.5'f32]), | 
| 39 var myengine = igniteEngine("Hello triangle") | 54 var myengine = igniteEngine("Hello triangle") | 
| 40 | 55 | 
| 41 # build a mesh | 56 # build a mesh | 
| 42 var trianglemesh = new Mesh[VertexDataA] | 57 var trianglemesh = new Mesh[VertexDataA] | 
| 43 trianglemesh.vertexData = VertexDataA( | 58 trianglemesh.vertexData = VertexDataA( | 
| 44 position: VertexAttribute[Vec2[float32]](data: triangle_pos), | 59 position: PositionAttribute[Vec2[float32]](data: triangle_pos), | 
| 45 color: VertexAttribute[Vec3[float32]](data: triangle_color), | 60 color: ColorAttribute[Vec3[float32]](data: triangle_color), | 
| 46 ) | 61 ) | 
| 47 # build a single-object scene graph | 62 # build a single-object scene graph | 
| 48 var triangle = new Thing | 63 var triangle = new Thing | 
| 49 # add the triangle mesh to the object | 64 # add the triangle mesh to the object | 
| 50 triangle.parts.add trianglemesh | 65 triangle.parts.add trianglemesh | 
| 51 | 66 | 
| 52 # upload data, prepare shaders, etc | 67 # upload data, prepare shaders, etc | 
| 53 var pipeline = setupPipeline[VertexDataA, UniformType, float32, uint16]( | 68 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]( | 
| 69 # have 1 at: | |
| 70 # [2][0] [0][3] | |
| 71 # "out_position = vec4(in_position[0] + uniforms.mat[0][0], in_position[1] + uniforms.mat[0][0], 0, 1);" | |
| 72 "out_position = uniforms.mat * vec4(in_position, 0, 1);" | |
| 73 # "out_position = vec4(in_position, 0, 1);" | |
| 74 ) | |
| 75 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
| 76 static: | |
| 77 echo "--------------" | |
| 78 for (i, line) in enumerate(vertexShader.splitLines()): | |
| 79 echo $(i + 1) & " " & line | |
| 80 echo "--------------" | |
| 81 echo fragmentShader | |
| 82 echo "--------------" | |
| 83 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | |
| 54 myengine, | 84 myengine, | 
| 55 triangle, | 85 triangle, | 
| 56 generateVertexShaderCode[VertexDataA]("main", "position", "color"), | 86 vertexShader, | 
| 57 generateFragmentShaderCode[VertexDataA]("main"), | 87 fragmentShader | 
| 58 ) | 88 ) | 
| 59 # show something | 89 # show something | 
| 60 myengine.run(pipeline, globalUpdate) | 90 myengine.run(pipeline, globalUpdate) | 
| 61 pipeline.trash() | 91 pipeline.trash() | 
| 62 myengine.trash() | 92 myengine.trash() | 
