Mercurial > games > semicongine
comparison examples/E10_pong.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 | 84fd522fdf3f |
children | 952428f04ffc |
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209:461c18ee759b | 210:f3912838cd69 |
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1 import std/times | 1 import std/times |
2 | 2 |
3 import semicongine | 3 import semicongine |
4 | 4 |
5 let | 5 let |
6 barcolor = hexToColor("5A3F00").gamma(2.2).colorToHex() | 6 barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex() |
7 barSize = 0.1'f | 7 barSize = 0.1'f |
8 barWidth = 0.01'f | 8 barWidth = 0.01'f |
9 ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex() | 9 ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex() |
10 ballSize = 0.01'f | 10 ballSize = 0.01'f |
11 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) | 11 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) |
12 ballSpeed = 60'f | 12 ballSpeed = 60'f |
13 | 13 |
14 var | 14 var |
31 level.root.add ball | 31 level.root.add ball |
32 | 32 |
33 const | 33 const |
34 vertexInput = @[ | 34 vertexInput = @[ |
35 attr[Vec3f]("position"), | 35 attr[Vec3f]("position"), |
36 attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite), | 36 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
37 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | 37 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), |
38 ] | 38 ] |
39 vertexOutput = @[attr[Vec3f]("outcolor")] | 39 vertexOutput = @[attr[Vec4f]("outcolor")] |
40 uniforms = @[attr[Mat4]("projection")] | 40 uniforms = @[attr[Mat4]("projection")] |
41 fragOutput = @[attr[Vec4f]("color")] | 41 fragOutput = @[attr[Vec4f]("color")] |
42 vertexCode = compileGlslShader( | 42 vertexCode = compileGlslShader( |
43 stage=VK_SHADER_STAGE_VERTEX_BIT, | 43 stage=VK_SHADER_STAGE_VERTEX_BIT, |
44 inputs=vertexInput, | 44 inputs=vertexInput, |
49 fragmentCode = compileGlslShader( | 49 fragmentCode = compileGlslShader( |
50 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 50 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
51 inputs=vertexOutput, | 51 inputs=vertexOutput, |
52 uniforms=uniforms, | 52 uniforms=uniforms, |
53 outputs=fragOutput, | 53 outputs=fragOutput, |
54 main="color = vec4(outcolor, 1);" | 54 main="color = outcolor;" |
55 ) | 55 ) |
56 | 56 |
57 # set up rendering | 57 # set up rendering |
58 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) | 58 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) |
59 myengine.addScene(level, vertexInput, transformAttribute="transform") | 59 myengine.addScene(level, vertexInput, transformAttribute="transform") |