comparison examples/squares.nim @ 33:94c38e4b5782

did: refactoring, move more from make to nimscript
author Sam <sam@basx.dev>
date Sun, 15 Jan 2023 23:23:54 +0700
parents
children c3c963e7c1a6
comparison
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32:9edca5dc4e93 33:94c38e4b5782
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()