Mercurial > games > semicongine
view README.md @ 1318:03400de84910
add: more utils
author | sam <sam@basx.dev> |
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date | Tue, 13 Aug 2024 14:45:18 +0700 |
parents | 4f1c3994009d |
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Note: If you are reading this on Github, please not that this is only a mirror repository and the newest code is hosted on my mercurial repository at https://hg.basx.dev/games/semicongine/. # Semicongine Hi there This is a little game engine, mainly trying to wrap around vulkan and the operating system's windowing, input and audio system. I am using the last programming language you will ever need, [Nim](https://nim-lang.org/) The (incomplete, autogenerated) API documentation is hosted at <https://semicongine.diademgames.com/>. ## Features The engine currently features the following: - No dependencies outside of this repo (except zip/unzip on Linux). All dependencies are included (`libs` for library dependencies, `tools` for binaries/scripts, `semicongine/thirdparty` for code dependencies) - Low-level, Vulkan-base rendering system - All vertex/uniform/descriptors/shader-formats can and must be defined "freely". The only restriction that we currently have, is that vertex data is non-interleaved. - A ton of compiletime checks to ensure the defined mesh-data and shaders are compatible for rendering - Simple audio mixer, should suffice for most things - Simple input-system, no controller support at this time - Resource packaging of images, audio and 3D files as either folders, zip files or embedded in the executable - Simple font and text rendering - A few additional utils like a simple storage API, a few algorithms for collision detection, noise generation and texture packing, and a simple settings API with hot-reloading ## Hello world example Attention, this project is not optimized for "hello world"-scenarios, so you have to write quite a few lines to get something to display: ```nim import semicongine # required InitVulkan() # set up a simple render pass to render the displayed frame var renderpass = CreateDirectPresentationRenderPass(depthBuffer = false, samples = VK_SAMPLE_COUNT_1_BIT) # the swapchain, needs to be attached to the main renderpass SetupSwapchain(renderpass = renderpass) # render data is used for memory management on the GPU var renderdata = InitRenderData() type # define a push constant, to have something moving PushConstant = object scale: float32 # This is how we define shaders: the interface needs to be "typed" # but the shader code itself can freely be written in glsl Shader = object position {.VertexAttribute.}: Vec3f color {.VertexAttribute.}: Vec3f pushConstant {.PushConstantAttribute.}: PushConstant fragmentColor {.Pass.}: Vec3f outColor {.ShaderOutput.}: Vec4f # code vertexCode: string = """void main() { fragmentColor = color; gl_Position = vec4(position * pushConstant.scale, 1);}""" fragmentCode: string = """void main() { outColor = vec4(fragmentColor, 1);}""" # And we also need to define our Mesh, which does describe the vertex layout TriangleMesh = object position: GPUArray[Vec3f, VertexBuffer] color: GPUArray[Vec3f, VertexBuffer] # instantiate the mesh and fill with data var mesh = TriangleMesh( position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), ) # this allocates GPU data, uploads the data to the GPU and flushes any thing that is host-cached # this is a shortcut version, more fine-grained control is possible AssignBuffers(renderdata, mesh) renderdata.FlushAllMemory() # Now we need to instantiate the shader as a pipeline object that is attached to a renderpass var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass) # the main render-loop will exit if we get a kill-signal from the OS while UpdateInputs(): # starts the drawing for the next frame and provides us necesseary framebuffer and commandbuffer objects in this scope WithNextFrame(framebuffer, commandbuffer): # start the main (and only) renderpass we have, needs to know the target framebuffer and a commandbuffer WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): # now activate our shader-pipeline WithPipeline(commandbuffer, pipeline): # and finally, draw the mesh and set a single parameter # more complicated setups with descriptors/uniforms are of course possible RenderWithPushConstant(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh, pushConstant = PushConstant(scale: 0.3)) # cleanup checkVkResult vkDeviceWaitIdle(vulkan.device) DestroyPipeline(pipeline) DestroyRenderData(renderdata) vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) DestroyVulkan() ``` ## Future development For now all features that I need are implemented. I will gradually add more stuff that I need, based on the games that I am developing. Here are a few things that I consider integrating at a later point, once I have gather some more experience what can/should be used across different projects: - [ ] More support for glTF format (JPEG textures, animations, morphing) - [ ] Some often used utils like camera-controllers, offscreen-rendering, shadow-map rendering, etc. - [ ] Some UI-stuff - [ ] Controller support