Mercurial > games > semicongine
view examples/E03_hello_cube.nim @ 1139:114f395b9144
did: finish refactoring and updated all tests accordingly
author | sam <sam@basx.dev> |
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date | Sat, 08 Jun 2024 14:58:25 +0700 |
parents | 71315636ba82 |
children | 5934c5615f13 |
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import std/tables import std/times import ../semicongine const TopLeftFront = NewVec3f(-0.5'f32, -0.5'f32, -0.5'f32) TopRightFront = NewVec3f(0.5'f32, -0.5'f32, -0.5'f32) BottomRightFront = NewVec3f(0.5'f32, 0.5'f32, -0.5'f32) BottomLeftFront = NewVec3f(-0.5'f32, 0.5'f32, -0.5'f32) TopLeftBack = NewVec3f(0.5'f32, -0.5'f32, 0.5'f32) TopRightBack = NewVec3f(-0.5'f32, -0.5'f32, 0.5'f32) BottomRightBack = NewVec3f(-0.5'f32, 0.5'f32, 0.5'f32) BottomLeftBack = NewVec3f(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 ] R = NewVec4f(1, 0, 0, 1) G = NewVec4f(0, 1, 0, 1) B = NewVec4f(0, 0, 1, 1) cube_color = @[ R, R, R, R, R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, G, G, G, G, G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, B, B, B, B, B * 0.5'f32, B * 0.5'f32, B * 0.5'f32, B * 0.5'f32, ] var tris: seq[array[3, uint16]] for i in 0'u16 ..< 6'u16: let off = i * 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 = initEngine("Hello cube") const shaderConfiguration = createShaderConfiguration( name = "default shader", inputs = [ attr[Vec3f]("position"), attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), ], intermediates = [attr[Vec4f]("outcolor")], uniforms = [ attr[Mat4]("projection"), attr[Mat4]("view"), attr[Mat4]("model"), ], outputs = [attr[Vec4f]("color")], vertexCode = """outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""", fragmentCode = "color = outcolor;", ) var matDef = MaterialType(name: "default material", vertexAttributes: {"position": Vec3F32, "color": Vec4F32}.toTable) var cube = Scene(name: "scene", meshes: @[newMesh(positions = cube_pos, indices = tris, colors = cube_color, material = matDef.InitMaterialData(name = "default"))]) cube.addShaderGlobal("projection", Unit4f32) cube.addShaderGlobal("view", Unit4f32) cube.addShaderGlobal("model", Unit4f32) myengine.initRenderer({matDef: shaderConfiguration}) myengine.loadScene(cube) var t: float32 = cpuTime() while myengine.UpdateInputs() and not KeyWasPressed(Escape): setShaderGlobal(cube, "model", translate(0'f32, 0'f32, 10'f32) * rotate(t, Yf32)) setShaderGlobal(cube, "projection", perspective( float32(PI / 4), float32(myengine.GetWindow().size[0]) / float32(myengine.GetWindow().size[1]), 0.1'f32, 100'f32 ) ) t = cpuTime() myengine.renderScene(cube) myengine.destroy()