Mercurial > games > semicongine
comparison examples/hello_triangle.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 | 94c38e4b5782 |
comparison
equal
deleted
inserted
replaced
31:0996104ad066 | 32:9edca5dc4e93 |
---|---|
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() |