Mercurial > games > semicongine
view examples/hello_triangle.nim @ 493:680c4b8ca28a
add: working implementation of uniforms
author | Sam <sam@basx.dev> |
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date | Sat, 14 Jan 2023 23:34:50 +0700 |
parents | 54a1f8ee208e |
children | 0c18638c7217 |
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import std/times import std/strutils import std/enumerate import zamikongine/engine import zamikongine/math/vector import zamikongine/math/matrix import zamikongine/vertex import zamikongine/descriptor import zamikongine/mesh import zamikongine/thing import zamikongine/shader import zamikongine/buffer type # define type of vertex VertexDataA = object position: PositionAttribute[Vec2[float32]] color: ColorAttribute[Vec3[float32]] Uniforms = object mat: Descriptor[Mat44[float32]] dt: Descriptor[float32] var pipeline: RenderPipeline[VertexDataA, Uniforms] var pos = 0'f32; var uniforms = Uniforms( mat: Descriptor[Mat44[float32]](value: Unit44f32), dt: Descriptor[float32](value: 0'f32), ) var scaledir = 1'f32 proc globalUpdate(engine: var Engine, dt: float32) = uniforms.mat.value = uniforms.mat.value * scale3d(1 + scaledir * dt, 1 + scaledir * dt, 0'f32) if uniforms.mat.value[0, 0] > 2'f32 or uniforms.mat.value[0, 0] < 0.5'f32: scaledir = - scaledir for buffer in pipeline.uniformBuffers: buffer.updateData(uniforms) echo uniforms.mat.value # vertex data (types must match the above VertexAttributes) const triangle_pos = @[ Vec2([ 0.0'f32, -0.5'f32]), Vec2([ 0.5'f32, 0.5'f32]), Vec2([-0.5'f32, 0.5'f32]), ] triangle_color = @[ Vec3([1.0'f32, 0.0'f32, 0.0'f32]), Vec3([0.0'f32, 1.0'f32, 0.0'f32]), Vec3([0.0'f32, 0.0'f32, 1.0'f32]), ] when isMainModule: var myengine = igniteEngine("Hello triangle") # build a mesh var trianglemesh = new Mesh[VertexDataA] trianglemesh.vertexData = VertexDataA( position: PositionAttribute[Vec2[float32]](data: triangle_pos), color: ColorAttribute[Vec3[float32]](data: triangle_color), ) # build a single-object scene graph var triangle = new Thing # add the triangle mesh to the object triangle.parts.add trianglemesh # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]( # have 1 at: # [2][0] [0][3] # "out_position = vec4(in_position[0] + uniforms.mat[0][0], in_position[1] + uniforms.mat[0][0], 0, 1);" "out_position = uniforms.mat * vec4(in_position, 0, 1);" # "out_position = vec4(in_position, 0, 1);" ) const fragmentShader = generateFragmentShaderCode[VertexDataA]() static: echo "--------------" for (i, line) in enumerate(vertexShader.splitLines()): echo $(i + 1) & " " & line echo "--------------" echo fragmentShader echo "--------------" pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( myengine, triangle, vertexShader, fragmentShader ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()