Mercurial > games > semicongine
comparison examples/E02_squares.nim @ 671:d84b2e88776a
fix: always use rgba
| author | Sam <sam@basx.dev> | 
|---|---|
| date | Tue, 09 May 2023 18:19:17 +0700 | 
| parents | e85f54b88afb | 
| children | 5f7ec8d1bd33 | 
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| 670:881a5c9ea50f | 671:d84b2e88776a | 
|---|---|
| 11 ROWS = 10 | 11 ROWS = 10 | 
| 12 WIDTH = 2'f32 / COLUMNS | 12 WIDTH = 2'f32 / COLUMNS | 
| 13 HEIGHT = 2'f32 / ROWS | 13 HEIGHT = 2'f32 / ROWS | 
| 14 var | 14 var | 
| 15 vertices: array[COLUMNS * ROWS * 4, Vec3f] | 15 vertices: array[COLUMNS * ROWS * 4, Vec3f] | 
| 16 colors: array[COLUMNS * ROWS * 4, Vec3f] | 16 colors: array[COLUMNS * ROWS * 4, Vec4f] | 
| 17 iValues: array[COLUMNS * ROWS * 4, uint32] | 17 iValues: array[COLUMNS * ROWS * 4, uint32] | 
| 18 indices: array[COLUMNS * ROWS * 2, array[3, uint16]] | 18 indices: array[COLUMNS * ROWS * 2, array[3, uint16]] | 
| 19 | 19 | 
| 20 for row in 0 ..< ROWS: | 20 for row in 0 ..< ROWS: | 
| 21 for col in 0 ..< COLUMNS: | 21 for col in 0 ..< COLUMNS: | 
| 22 let | 22 let | 
| 23 y: float32 = (row * 2 / COLUMNS) - 1 | 23 y: float32 = (row * 2 / COLUMNS) - 1 | 
| 24 x: float32 = (col * 2 / ROWS) - 1 | 24 x: float32 = (col * 2 / ROWS) - 1 | 
| 25 color = Vec3f([(x + 1) / 2, (y + 1) / 2, 0'f32]) | 25 color = newVec4f((x + 1) / 2, (y + 1) / 2, 0, 1) | 
| 26 squareIndex = row * COLUMNS + col | 26 squareIndex = row * COLUMNS + col | 
| 27 vertIndex = squareIndex * 4 | 27 vertIndex = squareIndex * 4 | 
| 28 vertices[vertIndex + 0] = newVec3f(x, y) | 28 vertices[vertIndex + 0] = newVec3f(x, y) | 
| 29 vertices[vertIndex + 1] = newVec3f(x + WIDTH, y) | 29 vertices[vertIndex + 1] = newVec3f(x + WIDTH, y) | 
| 30 vertices[vertIndex + 2] = newVec3f(x + WIDTH, y + HEIGHT) | 30 vertices[vertIndex + 2] = newVec3f(x + WIDTH, y + HEIGHT) | 
| 42 | 42 | 
| 43 | 43 | 
| 44 const | 44 const | 
| 45 vertexInput = @[ | 45 vertexInput = @[ | 
| 46 attr[Vec3f]("position"), | 46 attr[Vec3f]("position"), | 
| 47 attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite), | 47 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), | 
| 48 attr[uint32]("index"), | 48 attr[uint32]("index"), | 
| 49 ] | 49 ] | 
| 50 vertexOutput = @[attr[Vec3f]("outcolor")] | 50 vertexOutput = @[attr[Vec4f]("outcolor")] | 
| 51 uniforms = @[attr[float32]("time")] | 51 uniforms = @[attr[float32]("time")] | 
| 52 fragOutput = @[attr[Vec4f]("color")] | 52 fragOutput = @[attr[Vec4f]("color")] | 
| 53 vertexCode = compileGlslShader( | 53 vertexCode = compileGlslShader( | 
| 54 stage=VK_SHADER_STAGE_VERTEX_BIT, | 54 stage=VK_SHADER_STAGE_VERTEX_BIT, | 
| 55 inputs=vertexInput, | 55 inputs=vertexInput, | 
| 58 main=""" | 58 main=""" | 
| 59 float pos_weight = index / 100.0; // add some gamma correction? | 59 float pos_weight = index / 100.0; // add some gamma correction? | 
| 60 float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5; | 60 float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5; | 
| 61 float v = min(1, max(0, pow(pos_weight - t, 2))); | 61 float v = min(1, max(0, pow(pos_weight - t, 2))); | 
| 62 v = pow(1 - v, 3000); | 62 v = pow(1 - v, 3000); | 
| 63 outcolor = vec3(color.r, color.g, v * 0.5); | 63 outcolor = vec4(color.r, color.g, v * 0.5, 1); | 
| 64 gl_Position = vec4(position, 1.0); | 64 gl_Position = vec4(position, 1.0); | 
| 65 """ | 65 """ | 
| 66 ) | 66 ) | 
| 67 fragmentCode = compileGlslShader( | 67 fragmentCode = compileGlslShader( | 
| 68 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 68 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 
| 69 inputs=vertexOutput, | 69 inputs=vertexOutput, | 
| 70 uniforms=uniforms, | 70 uniforms=uniforms, | 
| 71 outputs=fragOutput, | 71 outputs=fragOutput, | 
| 72 main="color = vec4(outcolor, 1);" | 72 main="color = outcolor;" | 
| 73 ) | 73 ) | 
| 74 var squaremesh = newMesh( | 74 var squaremesh = newMesh( | 
| 75 positions=vertices, | 75 positions=vertices, | 
| 76 indices=indices, | 76 indices=indices, | 
| 77 colors=colors, | 77 colors=colors, | 
