Mercurial > games > semicongine
diff examples/E02_squares.nim @ 336:887ddc8d45fd
did: update examples to work with improved scenegraph/material api, notice removed complexity!
author | Sam <sam@basx.dev> |
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date | Tue, 05 Sep 2023 00:28:35 +0700 |
parents | b145a05c2459 |
children | c66503386e8b |
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--- a/examples/E02_squares.nim Mon Sep 04 00:55:35 2023 +0700 +++ b/examples/E02_squares.nim Tue Sep 05 00:28:35 2023 +0700 @@ -1,4 +1,5 @@ import std/sequtils +import std/tables import std/random import ../src/semicongine @@ -42,19 +43,15 @@ const - inputs = @[ - attr[Vec3f]("position"), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), - attr[uint32]("index"), - ] - intermediate = @[attr[Vec4f]("outcolor")] - uniforms = @[attr[float32]("time")] - outputs = @[attr[Vec4f]("color")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=inputs, - intermediate=intermediate, - outputs=outputs, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + inputs=[ + attr[Vec3f]("position"), + attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), + attr[uint32]("index"), + ], + intermediates=[attr[Vec4f]("outcolor")], + uniforms=[attr[float32]("time")], + outputs=[attr[Vec4f]("color")], vertexCode=""" float pos_weight = index / 100.0; // add some gamma correction? float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5; @@ -69,17 +66,18 @@ positions=vertices, indices=indices, colors=colors, + material=Material(name: "default") ) - setMeshData[uint32](squaremesh, "index", iValues.toSeq) + squaremesh[].initVertexAttribute("index", iValues.toSeq) var myengine = initEngine("Squares") - myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) + myengine.initRenderer({"default": shaderConfiguration}.toTable) - var scene = newScene("scene", newEntity("scene", [], newEntity("squares", {"mesh": Component(squaremesh)}))) - myengine.addScene(scene, inputs, @[], transformAttribute="") + var scene = Scene(name: "scene", meshes: @[squaremesh]) scene.addShaderGlobal("time", 0.0'f32) + myengine.addScene(scene) while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): - setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) + scene.setShaderGlobal("time", getShaderGlobal[float32](scene, "time") + 0.0005'f) myengine.renderScene(scene) myengine.destroy()