Mercurial > games > semicongine
view examples/E03_hello_cube.nim @ 67:31ccaeee09c9
add: nicer keyboard demo
author | Sam <sam@basx.dev> |
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date | Sun, 05 Feb 2023 00:20:07 +0700 |
parents | 0f04ba283558 |
children | bdef52f3bc0d |
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# # TODO: Needs Depth-Buffer first! # # # # # # import std/times import std/strutils import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[Vec3] color: ColorAttribute[Vec3] Uniforms = object model: Descriptor[Mat44] view: Descriptor[Mat44] projection: Descriptor[Mat44] var pipeline: RenderPipeline[VertexDataA, Uniforms] uniforms: Uniforms t: float32 proc globalUpdate(engine: var Engine, dt: float32) = let ratio = float32(engine.vulkan.frameSize.y) / float32( engine.vulkan.frameSize.x) t += dt uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32) # * rotate3d(float32(PI), Yf32) uniforms.view.value = Unit44f32 uniforms.projection.value = Mat44(data: [ ratio, 0'f32, 0'f32, 0'f32, 0'f32, 1'f32, 0'f32, 0'f32, 0'f32, 0'f32, 1'f32, 0'f32, 0'f32, 0'f32, 0'f32, 1'f32, ]) uniforms.projection.value = perspective(float32(PI / 4), float32( engine.vulkan.frameSize.x) / float32( engine.vulkan.frameSize.y), 0.1'f32, 100'f32) engine.vulkan.device.updateUniformData(pipeline, uniforms) const TopLeftFront = Vec3([-0.5'f32, -0.5'f32, -0.5'f32]) TopRightFront = Vec3([0.5'f32, -0.5'f32, -0.5'f32]) BottomRightFront = Vec3([0.5'f32, 0.5'f32, -0.5'f32]) BottomLeftFront = Vec3([-0.5'f32, 0.5'f32, -0.5'f32]) TopLeftBack = Vec3([0.5'f32, -0.5'f32, 0.5'f32]) TopRightBack = Vec3([-0.5'f32, -0.5'f32, 0.5'f32]) BottomRightBack = Vec3([-0.5'f32, 0.5'f32, 0.5'f32]) BottomLeftBack = Vec3([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 ] cube_color = @[ Rf32, Rf32, Rf32, Rf32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Gf32, Gf32, Gf32, Gf32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Bf32, Bf32, Bf32, Bf32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 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 = igniteEngine("Hello cube") # build a mesh var trianglemesh = new IndexedMesh[VertexDataA, uint16] trianglemesh.vertexData = VertexDataA( position: PositionAttribute[Vec3](data: cube_pos), color: ColorAttribute[Vec3](data: cube_color), ) trianglemesh.indices = tris var cube = newThing("cube", trianglemesh) # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1); """) const fragmentShader = generateFragmentShaderCode[VertexDataA]() pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( myengine, cube, vertexShader, fragmentShader ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()