Mercurial > games > semicongine
view examples/E02_squares.nim @ 306:046f7e2b1e13
add: nicer api to prevent need of component casting
author | Sam <sam@basx.dev> |
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date | Wed, 28 Jun 2023 00:35:09 +0700 |
parents | da0bd61abe91 |
children | b145a05c2459 |
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import std/sequtils import std/random import ../src/semicongine when isMainModule: randomize() const COLUMNS = 10 ROWS = 10 WIDTH = 2'f32 / COLUMNS HEIGHT = 2'f32 / ROWS var vertices: array[COLUMNS * ROWS * 4, Vec3f] colors: array[COLUMNS * ROWS * 4, Vec4f] iValues: array[COLUMNS * ROWS * 4, uint32] indices: array[COLUMNS * ROWS * 2, array[3, uint16]] for row in 0 ..< ROWS: for col in 0 ..< COLUMNS: let y: float32 = (row * 2 / COLUMNS) - 1 x: float32 = (col * 2 / ROWS) - 1 color = newVec4f((x + 1) / 2, (y + 1) / 2, 0, 1) squareIndex = row * COLUMNS + col vertIndex = squareIndex * 4 vertices[vertIndex + 0] = newVec3f(x, y) vertices[vertIndex + 1] = newVec3f(x + WIDTH, y) vertices[vertIndex + 2] = newVec3f(x + WIDTH, y + HEIGHT) vertices[vertIndex + 3] = newVec3f(x, y + HEIGHT) colors[vertIndex + 0] = color colors[vertIndex + 1] = color colors[vertIndex + 2] = color colors[vertIndex + 3] = color iValues[vertIndex + 0] = uint32(squareIndex) iValues[vertIndex + 1] = uint32(squareIndex) iValues[vertIndex + 2] = uint32(squareIndex) iValues[vertIndex + 3] = uint32(squareIndex) indices[squareIndex * 2 + 0] = [uint16(vertIndex + 0), uint16(vertIndex + 1), uint16(vertIndex + 2)] indices[squareIndex * 2 + 1] = [uint16(vertIndex + 2), uint16(vertIndex + 3), uint16(vertIndex + 0)] const vertexInput = @[ attr[Vec3f]("position"), attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), attr[uint32]("index"), ] vertexOutput = @[attr[Vec4f]("outcolor")] uniforms = @[attr[float32]("time")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, outputs=vertexOutput, main=""" float pos_weight = index / 100.0; // add some gamma correction? float t = sin(Uniforms.time * 0.5) * 0.5 + 0.5; float v = min(1, max(0, pow(pos_weight - t, 2))); v = pow(1 - v, 3000); outcolor = vec4(color.r, color.g, v * 0.5, 1); gl_Position = vec4(position, 1.0); """ ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, outputs=fragOutput, main="color = outcolor;" ) var squaremesh = newMesh( positions=vertices, indices=indices, colors=colors, ) setMeshData[uint32](squaremesh, "index", iValues.toSeq) var myengine = initEngine("Squares") myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) var scene = newScene("scene", newEntity("scene", [], newEntity("squares", {"mesh": Component(squaremesh)}))) myengine.addScene(scene, vertexInput, @[], transformAttribute="") scene.addShaderGlobal("time", 0.0'f32) while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) myengine.renderScene(scene) myengine.destroy()