Mercurial > games > semicongine
comparison examples/alotof_triangles.nim @ 32:9edca5dc4e93
add: working implementation of uniforms
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 14 Jan 2023 23:34:50 +0700 |
parents | b1b05d4efb52 |
children | c3c963e7c1a6 |
comparison
equal
deleted
inserted
replaced
31:0996104ad066 | 32:9edca5dc4e93 |
---|---|
1 import std/times | 1 import std/times |
2 import std/strutils | |
2 import std/math | 3 import std/math |
3 import std/random | 4 import std/random |
5 import std/enumerate | |
4 | 6 |
5 import zamikongine/engine | 7 import zamikongine/engine |
6 import zamikongine/math/vector | 8 import zamikongine/math/vector |
7 import zamikongine/math/matrix | 9 import zamikongine/math/matrix |
8 import zamikongine/vertex | 10 import zamikongine/vertex |
11 import zamikongine/descriptor | |
9 import zamikongine/mesh | 12 import zamikongine/mesh |
10 import zamikongine/thing | 13 import zamikongine/thing |
11 import zamikongine/shader | 14 import zamikongine/shader |
12 | 15 |
13 type | 16 type |
14 VertexDataA = object | 17 VertexDataA = object |
15 position11: VertexAttribute[Vec2[float32]] | 18 position11: PositionAttribute[Vec2[float32]] |
16 color22: VertexAttribute[Vec3[float32]] | 19 color22: ColorAttribute[Vec3[float32]] |
20 Uniforms = object | |
21 dt: Descriptor[float32] | |
17 | 22 |
18 proc globalUpdate(engine: var Engine, dt: Duration) = | 23 proc globalUpdate(engine: var Engine, dt: float32) = |
19 discard | 24 discard |
20 | 25 |
21 proc randomtransform(): Mat33[float32] = | 26 proc randomtransform(): Mat33[float32] = |
22 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) | 27 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) |
23 let randomrotate = rotate2d(float32(rand(2 * PI))) | 28 let randomrotate = rotate2d(float32(rand(2 * PI))) |
39 var randommesh = new Mesh[VertexDataA] | 44 var randommesh = new Mesh[VertexDataA] |
40 # TODO: create randomized position11 from baseTriangle with random transformation matrix | 45 # TODO: create randomized position11 from baseTriangle with random transformation matrix |
41 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) | 46 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
42 let transform1 = randomtransform() | 47 let transform1 = randomtransform() |
43 randommesh.vertexData = VertexDataA( | 48 randommesh.vertexData = VertexDataA( |
44 position11: VertexAttribute[Vec2[float32]]( | 49 position11: PositionAttribute[Vec2[float32]]( |
45 data: @[ | 50 data: @[ |
46 Vec2[float32](transform1 * baseTriangle[0]), | 51 Vec2[float32](transform1 * baseTriangle[0]), |
47 Vec2[float32](transform1 * baseTriangle[1]), | 52 Vec2[float32](transform1 * baseTriangle[1]), |
48 Vec2[float32](transform1 * baseTriangle[2]), | 53 Vec2[float32](transform1 * baseTriangle[2]), |
49 ] | 54 ] |
50 ), | 55 ), |
51 color22: VertexAttribute[Vec3[float32]]( | 56 color22: ColorAttribute[Vec3[float32]]( |
52 data: @[randomcolor1, randomcolor1, randomcolor1] | 57 data: @[randomcolor1, randomcolor1, randomcolor1] |
53 ) | 58 ) |
54 ) | 59 ) |
55 | 60 |
56 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) | 61 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
57 let transform2 = randomtransform() | 62 let transform2 = randomtransform() |
58 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] | 63 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] |
59 randomindexedmesh.vertexData = VertexDataA( | 64 randomindexedmesh.vertexData = VertexDataA( |
60 position11: VertexAttribute[Vec2[float32]]( | 65 position11: PositionAttribute[Vec2[float32]]( |
61 data: @[ | 66 data: @[ |
62 Vec2[float32](transform2 * baseTriangle[0]), | 67 Vec2[float32](transform2 * baseTriangle[0]), |
63 Vec2[float32](transform2 * baseTriangle[1]), | 68 Vec2[float32](transform2 * baseTriangle[1]), |
64 Vec2[float32](transform2 * baseTriangle[2]), | 69 Vec2[float32](transform2 * baseTriangle[2]), |
65 ] | 70 ] |
66 ), | 71 ), |
67 color22: VertexAttribute[Vec3[float32]]( | 72 color22: ColorAttribute[Vec3[float32]]( |
68 data: @[randomcolor2, randomcolor2, randomcolor2] | 73 data: @[randomcolor2, randomcolor2, randomcolor2] |
69 ) | 74 ) |
70 ) | 75 ) |
71 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] | 76 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] |
72 var childthing = new Thing | 77 var childthing = new Thing |
73 childthing.parts.add randommesh | 78 childthing.parts.add randommesh |
74 childthing.parts.add randomindexedmesh | 79 childthing.parts.add randomindexedmesh |
75 scene.children.add childthing | 80 scene.children.add childthing |
76 | 81 |
77 var pipeline = setupPipeline[VertexDataA, float32, float32, uint16]( | 82 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() |
83 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
84 static: | |
85 echo "--------------" | |
86 for (i, line) in enumerate(vertexShader.splitLines()): | |
87 echo $(i + 1) & " " & line | |
88 echo "--------------" | |
89 echo fragmentShader | |
90 echo "--------------" | |
91 var pipeline = setupPipeline[VertexDataA, float32, uint16]( | |
78 myengine, | 92 myengine, |
79 scene, | 93 scene, |
80 generateVertexShaderCode[VertexDataA]("main", "position11", "color22"), | 94 vertexShader, |
81 generateFragmentShaderCode[VertexDataA]("main"), | 95 fragmentShader |
82 ) | 96 ) |
83 myengine.run(pipeline, globalUpdate) | 97 myengine.run(pipeline, globalUpdate) |
84 pipeline.trash() | 98 pipeline.trash() |
85 myengine.trash() | 99 myengine.trash() |