Mercurial > games > semicongine
comparison examples/hello_cube.nim @ 60:c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
author | Sam <sam@basx.dev> |
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date | Sun, 22 Jan 2023 22:46:53 +0700 |
parents | d7d9420ba675 |
children |
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59:d7d9420ba675 | 60:c57285d292b6 |
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4 # | 4 # |
5 # | 5 # |
6 # | 6 # |
7 # | 7 # |
8 # | 8 # |
9 # | 9 |
10 # | 10 |
11 import std/times | 11 import std/times |
12 import std/strutils | 12 import std/strutils |
13 import std/enumerate | |
14 | 13 |
15 import semicongine | 14 import semicongine |
16 | 15 |
17 type | 16 type |
18 # define type of vertex | 17 # define type of vertex |
24 view: Descriptor[Mat44] | 23 view: Descriptor[Mat44] |
25 projection: Descriptor[Mat44] | 24 projection: Descriptor[Mat44] |
26 | 25 |
27 var | 26 var |
28 pipeline: RenderPipeline[VertexDataA, Uniforms] | 27 pipeline: RenderPipeline[VertexDataA, Uniforms] |
29 uniforms:Uniforms | 28 uniforms: Uniforms |
30 t: float32 | 29 t: float32 |
31 | 30 |
32 | 31 |
33 proc globalUpdate(engine: var Engine, dt: float32) = | 32 proc globalUpdate(engine: var Engine, dt: float32) = |
34 let ratio = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) | 33 let ratio = float32(engine.vulkan.frameDimension.height) / float32( |
34 engine.vulkan.frameDimension.width) | |
35 t += dt | 35 t += dt |
36 uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32) # * rotate3d(float32(PI), Yf32) | 36 uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, |
37 Yf32) # * rotate3d(float32(PI), Yf32) | |
37 | 38 |
38 uniforms.view.value = Unit44f32 | 39 uniforms.view.value = Unit44f32 |
39 uniforms.projection.value = Mat44(data:[ | 40 uniforms.projection.value = Mat44(data: [ |
40 ratio, 0'f32, 0'f32, 0'f32, | 41 ratio, 0'f32, 0'f32, 0'f32, |
41 0'f32, 1'f32, 0'f32, 0'f32, | 42 0'f32, 1'f32, 0'f32, 0'f32, |
42 0'f32, 0'f32, 1'f32, 0'f32, | 43 0'f32, 0'f32, 1'f32, 0'f32, |
43 0'f32, 0'f32, 0'f32, 1'f32, | 44 0'f32, 0'f32, 0'f32, 1'f32, |
44 ]) | 45 ]) |
45 uniforms.projection.value = perspective(float32(PI / 4), float32(engine.vulkan.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32) | 46 uniforms.projection.value = perspective(float32(PI / 4), float32( |
46 for buffer in pipeline.uniformBuffers: | 47 engine.vulkan.frameDimension.width) / float32( |
47 buffer.updateData(uniforms) | 48 engine.vulkan.frameDimension.height), 0.1'f32, 100'f32) |
49 pipeline.updateUniformValues(uniforms) | |
48 | 50 |
49 const | 51 const |
50 TopLeftFront = Vec3([ -0.5'f32, -0.5'f32, -0.5'f32]) | 52 TopLeftFront = Vec3([-0.5'f32, -0.5'f32, -0.5'f32]) |
51 TopRightFront = Vec3([ 0.5'f32, -0.5'f32, -0.5'f32]) | 53 TopRightFront = Vec3([0.5'f32, -0.5'f32, -0.5'f32]) |
52 BottomRightFront = Vec3([ 0.5'f32, 0.5'f32, -0.5'f32]) | 54 BottomRightFront = Vec3([0.5'f32, 0.5'f32, -0.5'f32]) |
53 BottomLeftFront = Vec3([ -0.5'f32, 0.5'f32, -0.5'f32]) | 55 BottomLeftFront = Vec3([-0.5'f32, 0.5'f32, -0.5'f32]) |
54 TopLeftBack = Vec3([ 0.5'f32, -0.5'f32, 0.5'f32]) | 56 TopLeftBack = Vec3([0.5'f32, -0.5'f32, 0.5'f32]) |
55 TopRightBack = Vec3([ -0.5'f32, -0.5'f32, 0.5'f32]) | 57 TopRightBack = Vec3([-0.5'f32, -0.5'f32, 0.5'f32]) |
56 BottomRightBack = Vec3([ -0.5'f32, 0.5'f32, 0.5'f32]) | 58 BottomRightBack = Vec3([-0.5'f32, 0.5'f32, 0.5'f32]) |
57 BottomLeftBack = Vec3([ 0.5'f32, 0.5'f32, 0.5'f32]) | 59 BottomLeftBack = Vec3([0.5'f32, 0.5'f32, 0.5'f32]) |
58 const | 60 const |
59 cube_pos = @[ | 61 cube_pos = @[ |
60 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front | 62 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front |
61 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back | 63 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back |
62 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left | 64 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left |
76 tris: seq[array[3, uint16]] | 78 tris: seq[array[3, uint16]] |
77 for i in 0'u16 ..< 6'u16: | 79 for i in 0'u16 ..< 6'u16: |
78 let off = i * 4 | 80 let off = i * 4 |
79 tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | 81 tris.add [off + 0'u16, off + 1'u16, off + 2'u16] |
80 tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | 82 tris.add [off + 2'u16, off + 3'u16, off + 0'u16] |
81 var off = 0'u16 * 4 | |
82 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
83 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
84 # off = 1'u16 * 4 | |
85 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
86 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
87 # off = 4'u16 * 4 | |
88 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
89 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
90 # off = 3'u16 * 4 | |
91 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] | |
92 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] | |
93 | 83 |
94 when isMainModule: | 84 when isMainModule: |
95 var myengine = igniteEngine("Hello cube") | 85 var myengine = igniteEngine("Hello cube") |
96 | 86 |
97 # build a mesh | 87 # build a mesh |
99 trianglemesh.vertexData = VertexDataA( | 89 trianglemesh.vertexData = VertexDataA( |
100 position: PositionAttribute[Vec3](data: cube_pos), | 90 position: PositionAttribute[Vec3](data: cube_pos), |
101 color: ColorAttribute[Vec3](data: cube_color), | 91 color: ColorAttribute[Vec3](data: cube_color), |
102 ) | 92 ) |
103 trianglemesh.indices = tris | 93 trianglemesh.indices = tris |
104 # build a single-object scene graph | 94 var cube = newThing("cube", trianglemesh) |
105 var triangle = new Thing | |
106 # add the triangle mesh to the object | |
107 triangle.parts.add trianglemesh | |
108 | 95 |
109 # upload data, prepare shaders, etc | 96 # upload data, prepare shaders, etc |
110 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" | 97 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
111 out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1); | 98 out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1); |
112 """) | 99 """) |
113 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | 100 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
114 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | 101 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
115 myengine, | 102 myengine, |
116 triangle, | 103 cube, |
117 vertexShader, | 104 vertexShader, |
118 fragmentShader | 105 fragmentShader |
119 ) | 106 ) |
120 # show something | 107 # show something |
121 myengine.run(pipeline, globalUpdate) | 108 myengine.run(pipeline, globalUpdate) |