Mercurial > games > semicongine
comparison examples/E02_squares.nim @ 210:f3912838cd69
fix: always use rgba
author | Sam <sam@basx.dev> |
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date | Tue, 09 May 2023 18:19:17 +0700 |
parents | 6e2017cb8b8b |
children | ad078e26a1c7 |
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209:461c18ee759b | 210:f3912838cd69 |
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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, |