Mercurial > games > semicongine
diff examples/hello_triangle.nim @ 493:680c4b8ca28a
add: working implementation of uniforms
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 14 Jan 2023 23:34:50 +0700 |
parents | 54a1f8ee208e |
children | 0c18638c7217 |
line wrap: on
line diff
--- a/examples/hello_triangle.nim Sat Jan 14 14:15:50 2023 +0700 +++ b/examples/hello_triangle.nim Sat Jan 14 23:34:50 2023 +0700 @@ -1,8 +1,12 @@ 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 @@ -11,16 +15,27 @@ type # define type of vertex VertexDataA = object - position: VertexAttribute[Vec2[float32]] - color: VertexAttribute[Vec3[float32]] - UniformType = float32 + position: PositionAttribute[Vec2[float32]] + color: ColorAttribute[Vec3[float32]] + Uniforms = object + mat: Descriptor[Mat44[float32]] + dt: Descriptor[float32] + +var pipeline: RenderPipeline[VertexDataA, Uniforms] -proc globalUpdate(engine: var Engine, dt: Duration) = - # var t = float32(dt.inNanoseconds) / 1_000_000_000'f32 - # for buffer in engine.vulkan.uniformBuffers: - # buffer.updateData(t) - - echo dt +var pos = 0'f32; +var uniforms = Uniforms( + mat: Descriptor[Mat44[float32]](value: Unit44f32), + dt: Descriptor[float32](value: 0'f32), +) +var scaledir = 1'f32 +proc globalUpdate(engine: var Engine, dt: float32) = + uniforms.mat.value = uniforms.mat.value * scale3d(1 + scaledir * dt, 1 + scaledir * dt, 0'f32) + if uniforms.mat.value[0, 0] > 2'f32 or uniforms.mat.value[0, 0] < 0.5'f32: + scaledir = - scaledir + for buffer in pipeline.uniformBuffers: + buffer.updateData(uniforms) + echo uniforms.mat.value # vertex data (types must match the above VertexAttributes) const @@ -41,8 +56,8 @@ # build a mesh var trianglemesh = new Mesh[VertexDataA] trianglemesh.vertexData = VertexDataA( - position: VertexAttribute[Vec2[float32]](data: triangle_pos), - color: VertexAttribute[Vec3[float32]](data: triangle_color), + position: PositionAttribute[Vec2[float32]](data: triangle_pos), + color: ColorAttribute[Vec3[float32]](data: triangle_color), ) # build a single-object scene graph var triangle = new Thing @@ -50,11 +65,26 @@ triangle.parts.add trianglemesh # upload data, prepare shaders, etc - var pipeline = setupPipeline[VertexDataA, UniformType, float32, uint16]( + const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]( + # have 1 at: + # [2][0] [0][3] + # "out_position = vec4(in_position[0] + uniforms.mat[0][0], in_position[1] + uniforms.mat[0][0], 0, 1);" + "out_position = uniforms.mat * vec4(in_position, 0, 1);" + # "out_position = vec4(in_position, 0, 1);" + ) + const fragmentShader = generateFragmentShaderCode[VertexDataA]() + static: + echo "--------------" + for (i, line) in enumerate(vertexShader.splitLines()): + echo $(i + 1) & " " & line + echo "--------------" + echo fragmentShader + echo "--------------" + pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( myengine, triangle, - generateVertexShaderCode[VertexDataA]("main", "position", "color"), - generateFragmentShaderCode[VertexDataA]("main"), + vertexShader, + fragmentShader ) # show something myengine.run(pipeline, globalUpdate)