Mercurial > games > semicongine
comparison examples/E03_hello_cube.nim @ 316:b145a05c2459
add: changing rendering system, not finished yet, also upgrading to Nim 2
author | Sam <sam@basx.dev> |
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date | Mon, 07 Aug 2023 00:23:00 +0700 |
parents | da0bd61abe91 |
children | 887ddc8d45fd |
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315:4921ec86dcb4 | 316:b145a05c2459 |
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50 | 50 |
51 when isMainModule: | 51 when isMainModule: |
52 var myengine = initEngine("Hello cube") | 52 var myengine = initEngine("Hello cube") |
53 | 53 |
54 const | 54 const |
55 vertexInput = @[ | 55 inputs = @[ |
56 attr[Vec3f]("position"), | 56 attr[Vec3f]("position"), |
57 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), | 57 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
58 ] | 58 ] |
59 vertexOutput = @[attr[Vec4f]("outcolor")] | 59 intermediate = @[attr[Vec4f]("outcolor")] |
60 uniforms = @[ | 60 uniforms = @[ |
61 attr[Mat4]("projection"), | 61 attr[Mat4]("projection"), |
62 attr[Mat4]("view"), | 62 attr[Mat4]("view"), |
63 attr[Mat4]("model"), | 63 attr[Mat4]("model"), |
64 ] | 64 ] |
65 fragOutput = @[attr[Vec4f]("color")] | 65 fragOutput = @[attr[Vec4f]("color")] |
66 vertexCode = compileGlslShader( | 66 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( |
67 stage=VK_SHADER_STAGE_VERTEX_BIT, | 67 inputs=inputs, |
68 inputs=vertexInput, | 68 intermediate=intermediate, |
69 outputs=fragOutput, | |
69 uniforms=uniforms, | 70 uniforms=uniforms, |
70 outputs=vertexOutput, | 71 vertexCode="""outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""", |
71 main="""outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""" | 72 fragmentCode="color = outcolor;", |
72 ) | |
73 fragmentCode = compileGlslShader( | |
74 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
75 inputs=vertexOutput, | |
76 uniforms=uniforms, | |
77 outputs=fragOutput, | |
78 main="color = outcolor;" | |
79 ) | 73 ) |
80 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 74 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
81 var cube = newScene("scene", newEntity("cube", {"mesh": Component(newMesh(positions=cube_pos, indices=tris, colors=cube_color))})) | 75 var cube = newScene("scene", newEntity("cube", {"mesh": Component(newMesh(positions=cube_pos, indices=tris, colors=cube_color))})) |
82 cube.addShaderGlobal("projection", Unit4f32) | 76 cube.addShaderGlobal("projection", Unit4f32) |
83 cube.addShaderGlobal("view", Unit4f32) | 77 cube.addShaderGlobal("view", Unit4f32) |
84 cube.addShaderGlobal("model", Unit4f32) | 78 cube.addShaderGlobal("model", Unit4f32) |
85 myengine.addScene(cube, vertexInput, @[], transformAttribute="") | 79 myengine.addScene(cube, inputs, @[], transformAttribute="") |
86 | 80 |
87 var t: float32 = cpuTime() | 81 var t: float32 = cpuTime() |
88 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): | 82 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): |
89 setShaderGlobal(cube, "model", translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) | 83 setShaderGlobal(cube, "model", translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) |
90 setShaderGlobal(cube, "projection", | 84 setShaderGlobal(cube, "projection", |