Mercurial > games > semicongine
comparison examples/hello_cube.nim @ 38:c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
| author | Sam <sam@basx.dev> |
|---|---|
| date | Wed, 18 Jan 2023 09:52:03 +0700 |
| parents | |
| children | 0cb294c5d2fd |
comparison
equal
deleted
inserted
replaced
| 37:6859bcfabc62 | 38:c3c963e7c1a6 |
|---|---|
| 1 # | |
| 2 # TODO: Needs Depth-Buffer first! | |
| 3 # | |
| 4 # | |
| 5 # | |
| 6 # | |
| 7 # | |
| 8 # | |
| 9 # | |
| 10 # | |
| 11 import std/times | |
| 12 import std/strutils | |
| 13 import std/enumerate | |
| 14 | |
| 15 import zamikongine/engine | |
| 16 import zamikongine/math/vector | |
| 17 import zamikongine/math/matrix | |
| 18 import zamikongine/vertex | |
| 19 import zamikongine/descriptor | |
| 20 import zamikongine/mesh | |
| 21 import zamikongine/thing | |
| 22 import zamikongine/shader | |
| 23 import zamikongine/buffer | |
| 24 | |
| 25 type | |
| 26 # define type of vertex | |
| 27 VertexDataA = object | |
| 28 position: PositionAttribute[Vec3[float32]] | |
| 29 color: ColorAttribute[Vec3[float32]] | |
| 30 Uniforms = object | |
| 31 model: Descriptor[Mat44[float32]] | |
| 32 view: Descriptor[Mat44[float32]] | |
| 33 projection: Descriptor[Mat44[float32]] | |
| 34 | |
| 35 var | |
| 36 pipeline: RenderPipeline[VertexDataA, Uniforms] | |
| 37 uniforms:Uniforms | |
| 38 t: float32 | |
| 39 | |
| 40 | |
| 41 proc globalUpdate(engine: var Engine, dt: float32) = | |
| 42 let ratio = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) | |
| 43 t += dt | |
| 44 uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32) # * rotate3d(float32(PI), Yf32) | |
| 45 | |
| 46 uniforms.view.value = Unit44f32 | |
| 47 uniforms.projection.value = Mat44[float32](data:[ | |
| 48 ratio, 0'f32, 0'f32, 0'f32, | |
| 49 0'f32, 1'f32, 0'f32, 0'f32, | |
| 50 0'f32, 0'f32, 1'f32, 0'f32, | |
| 51 0'f32, 0'f32, 0'f32, 1'f32, | |
| 52 ]) | |
| 53 uniforms.projection.value = perspective(float32(PI / 4), float32(engine.vulkan.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32) | |
| 54 for buffer in pipeline.uniformBuffers: | |
| 55 buffer.updateData(uniforms) | |
| 56 echo uniforms.projection.value | |
| 57 | |
| 58 const | |
| 59 TopLeftFront = Vec3([ -0.5'f32, -0.5'f32, -0.5'f32]) | |
| 60 TopRightFront = Vec3([ 0.5'f32, -0.5'f32, -0.5'f32]) | |
| 61 BottomRightFront = Vec3([ 0.5'f32, 0.5'f32, -0.5'f32]) | |
| 62 BottomLeftFront = Vec3([ -0.5'f32, 0.5'f32, -0.5'f32]) | |
| 63 TopLeftBack = Vec3([ 0.5'f32, -0.5'f32, 0.5'f32]) | |
| 64 TopRightBack = Vec3([ -0.5'f32, -0.5'f32, 0.5'f32]) | |
| 65 BottomRightBack = Vec3([ -0.5'f32, 0.5'f32, 0.5'f32]) | |
| 66 BottomLeftBack = Vec3([ 0.5'f32, 0.5'f32, 0.5'f32]) | |
| 67 const | |
| 68 cube_pos = @[ | |
| 69 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front | |
| 70 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back | |
| 71 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left | |
| 72 TopRightBack, TopRightFront, BottomRightFront, BottomRightBack, # right | |
| 73 TopLeftBack, TopRightBack, TopRightFront, TopLeftFront, # top | |
| 74 BottomLeftFront, BottomRightFront, BottomRightBack, BottomLeftBack, # bottom | |
| 75 ] | |
| 76 cube_color = @[ | |
| 77 Rf32, Rf32, Rf32, Rf32, | |
| 78 Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, | |
| 79 Gf32, Gf32, Gf32, Gf32, | |
| 80 Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, | |
| 81 Bf32, Bf32, Bf32, Bf32, | |
| 82 Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, | |
| 83 ] | |
| 84 var | |
| 85 tris: seq[array[3, uint16]] | |
| 86 # for i in 0'u16 ..< 6'u16: | |
| 87 # let off = i * 4 | |
| 88 var off = 0'u16 * 4 | |
| 89 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
| 90 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
| 91 # off = 1'u16 * 4 | |
| 92 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
| 93 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
| 94 # off = 4'u16 * 4 | |
| 95 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
| 96 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
| 97 # off = 3'u16 * 4 | |
| 98 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
| 99 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
| 100 | |
| 101 when isMainModule: | |
| 102 var myengine = igniteEngine("Hello cube") | |
| 103 | |
| 104 # build a mesh | |
| 105 var trianglemesh = new IndexedMesh[VertexDataA, uint16] | |
| 106 trianglemesh.vertexData = VertexDataA( | |
| 107 position: PositionAttribute[Vec3[float32]](data: cube_pos), | |
| 108 color: ColorAttribute[Vec3[float32]](data: cube_color), | |
| 109 ) | |
| 110 trianglemesh.indices = tris | |
| 111 # build a single-object scene graph | |
| 112 var triangle = new Thing | |
| 113 # add the triangle mesh to the object | |
| 114 triangle.parts.add trianglemesh | |
| 115 | |
| 116 # upload data, prepare shaders, etc | |
| 117 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" | |
| 118 out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1); | |
| 119 """) | |
| 120 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
| 121 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | |
| 122 myengine, | |
| 123 triangle, | |
| 124 vertexShader, | |
| 125 fragmentShader | |
| 126 ) | |
| 127 # show something | |
| 128 myengine.run(pipeline, globalUpdate) | |
| 129 pipeline.trash() | |
| 130 myengine.trash() |
