diff examples/hello_cube.nim @ 499:3f1111f3b9f8

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
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/examples/hello_cube.nim	Wed Jan 18 09:52:03 2023 +0700
@@ -0,0 +1,130 @@
+#
+#   TODO: Needs Depth-Buffer first!
+#
+#
+#
+#
+#
+#
+#
+#
+import std/times
+import std/strutils
+import std/enumerate
+
+import zamikongine/engine
+import zamikongine/math/vector
+import zamikongine/math/matrix
+import zamikongine/vertex
+import zamikongine/descriptor
+import zamikongine/mesh
+import zamikongine/thing
+import zamikongine/shader
+import zamikongine/buffer
+
+type
+  # define type of vertex
+  VertexDataA = object
+    position: PositionAttribute[Vec3[float32]]
+    color: ColorAttribute[Vec3[float32]]
+  Uniforms = object
+    model: Descriptor[Mat44[float32]]
+    view: Descriptor[Mat44[float32]]
+    projection: Descriptor[Mat44[float32]]
+
+var
+  pipeline: RenderPipeline[VertexDataA, Uniforms]
+  uniforms:Uniforms
+  t: float32
+
+
+proc globalUpdate(engine: var Engine, dt: float32) =
+  let ratio = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width)
+  t += dt
+  uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32) #  * rotate3d(float32(PI), Yf32)
+
+  uniforms.view.value = Unit44f32
+  uniforms.projection.value = Mat44[float32](data:[
+    ratio, 0'f32, 0'f32, 0'f32,
+    0'f32, 1'f32, 0'f32, 0'f32,
+    0'f32, 0'f32, 1'f32, 0'f32,
+    0'f32, 0'f32, 0'f32, 1'f32,
+  ])
+  uniforms.projection.value = perspective(float32(PI / 4), float32(engine.vulkan.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32)
+  for buffer in pipeline.uniformBuffers:
+    buffer.updateData(uniforms)
+  echo uniforms.projection.value
+
+const
+  TopLeftFront =     Vec3([ -0.5'f32, -0.5'f32, -0.5'f32])
+  TopRightFront =    Vec3([  0.5'f32, -0.5'f32, -0.5'f32])
+  BottomRightFront = Vec3([  0.5'f32,  0.5'f32, -0.5'f32])
+  BottomLeftFront =  Vec3([ -0.5'f32,  0.5'f32, -0.5'f32])
+  TopLeftBack =      Vec3([  0.5'f32, -0.5'f32,  0.5'f32])
+  TopRightBack =     Vec3([ -0.5'f32, -0.5'f32,  0.5'f32])
+  BottomRightBack =  Vec3([ -0.5'f32,  0.5'f32,  0.5'f32])
+  BottomLeftBack =   Vec3([  0.5'f32,  0.5'f32,  0.5'f32])
+const
+  cube_pos = @[
+    TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front
+    TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back
+    TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left
+    TopRightBack, TopRightFront, BottomRightFront, BottomRightBack, # right
+    TopLeftBack, TopRightBack, TopRightFront, TopLeftFront, # top
+    BottomLeftFront, BottomRightFront, BottomRightBack, BottomLeftBack, # bottom
+  ]
+  cube_color = @[
+    Rf32, Rf32, Rf32, Rf32,
+    Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32,
+    Gf32, Gf32, Gf32, Gf32,
+    Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32,
+    Bf32, Bf32, Bf32, Bf32,
+    Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32,
+  ]
+var
+  tris: seq[array[3, uint16]]
+# for i in 0'u16 ..< 6'u16:
+  #  let off = i * 4
+var off = 0'u16 * 4
+# tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
+# tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
+# off = 1'u16 * 4
+# tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
+# tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
+# off = 4'u16 * 4
+# tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
+# tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
+# off = 3'u16 * 4
+# tris.add [off + 0'u16, off + 1'u16, off + 2'u16]
+# tris.add [off + 2'u16, off + 3'u16, off + 0'u16]
+
+when isMainModule:
+  var myengine = igniteEngine("Hello cube")
+
+  # build a mesh
+  var trianglemesh = new IndexedMesh[VertexDataA, uint16]
+  trianglemesh.vertexData = VertexDataA(
+    position: PositionAttribute[Vec3[float32]](data: cube_pos),
+    color: ColorAttribute[Vec3[float32]](data: cube_color),
+  )
+  trianglemesh.indices = tris
+  # build a single-object scene graph
+  var triangle = new Thing
+  # add the triangle mesh to the object
+  triangle.parts.add trianglemesh
+
+  # upload data, prepare shaders, etc
+  const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]("""
+  out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1);
+  """)
+  const fragmentShader = generateFragmentShaderCode[VertexDataA]()
+  pipeline = setupPipeline[VertexDataA, Uniforms, uint16](
+    myengine,
+    triangle,
+    vertexShader,
+    fragmentShader
+  )
+  # show something
+  myengine.run(pipeline, globalUpdate)
+  pipeline.trash()
+  myengine.trash()