Mercurial > games > semicongine
view examples/E02_squares.nim @ 1136:71315636ba82
did: refactor naming in tons of places
author | sam <sam@basx.dev> |
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date | Tue, 04 Jun 2024 16:51:50 +0700 |
parents | d6c27f0ed3e4 |
children | 114f395b9144 |
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import std/sequtils import std/tables import std/random import ../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 shaderConfiguration = createShaderConfiguration( name = "default shader", inputs = [ attr[Vec3f]("position"), attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), attr[uint32]("index"), ], intermediates = [attr[Vec4f]("outcolor")], uniforms = [attr[float32]("time")], outputs = [attr[Vec4f]("color")], vertexCode = """ 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 = "color = outcolor;", ) let matDef = MaterialType(name: "default", vertexAttributes: { "position": Vec3F32, "color": Vec4F32, "index": UInt32, }.toTable) var squaremesh = newMesh( positions = vertices, indices = indices, colors = colors, ) squaremesh[].initVertexAttribute("index", iValues.toSeq) squaremesh.material = matDef.initMaterialData(name = "default") var myengine = initEngine("Squares") myengine.initRenderer({matDef: shaderConfiguration}) var scene = Scene(name: "scene", meshes: @[squaremesh]) scene.addShaderGlobal("time", 0.0'f32) myengine.loadScene(scene) while myengine.UpdateInputs() and not KeyWasPressed(Escape): scene.setShaderGlobal("time", getShaderGlobal[float32](scene, "time") + 0.0005'f) myengine.renderScene(scene) myengine.destroy()