Mercurial > games > semicongine
view examples/E03_hello_cube.nim @ 624:3f13de7d8ec4
fix: API change for shader attributes
author | Sam <sam@basx.dev> |
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date | Sat, 29 Apr 2023 18:29:19 +0700 |
parents | f41c1b78cf5b |
children | c33c8e156e3e |
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# # TODO: Needs Depth-Buffer first! # # # # # # import std/times import std/strutils 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 ] 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 = initEngine("Hello cube") const vertexInput = @[ attr[Vec3f]("position"), attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite), ] vertexOutput = @[attr[Vec3f]("outcolor")] uniforms = @[ attr[Mat4]("projection"), attr[Mat4]("view"), attr[Mat4]("model"), ] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, outputs=vertexOutput, main="""outcolor = color; gl_Position = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, outputs=fragOutput, main="color = vec4(outcolor, 1);" ) myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) var projection = initShaderGlobal("projection", Unit4f32) view = initShaderGlobal("view", Unit4f32) model = initShaderGlobal("model", Unit4f32) cube = newEntity("cube", newMesh(positions=cube_pos, indices=tris, colors=cube_color)) cube.components.add projection cube.components.add view cube.components.add model myengine.addScene(cube, vertexInput) var t: float32 = cpuTime() while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): setValue[Mat4](model.value, translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) setValue[Mat4]( projection.value, perspective( float32(PI / 4), float32(myengine.getWindow().size[0]) / float32(myengine.getWindow().size[0]), 0.1'f32, 100'f32 ) ) t = cpuTime() myengine.renderScene(cube) myengine.destroy()