Mercurial > games > semicongine
view examples/hello_cube.nim @ 56:94d7eed3f118
did: cleanup main namespace, add: better coordinate handling in input example
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 00:41:55 +0700 |
parents | 2771db8d4276 |
children | 547f3a374271 |
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# # TODO: Needs Depth-Buffer first! # # # # # # # # import std/times import std/strutils import std/enumerate import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[Vec3[float32]] color: ColorAttribute[Vec3[float32]] Uniforms = object model: Descriptor[Mat44[float32]] view: Descriptor[Mat44[float32]] projection: Descriptor[Mat44[float32]] var pipeline: RenderPipeline[VertexDataA, Uniforms] uniforms:Uniforms t: float32 proc globalUpdate(engine: var Engine, dt: float32) = let ratio = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) 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[float32](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.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32) for buffer in pipeline.uniformBuffers: buffer.updateData(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] var off = 0'u16 * 4 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] # off = 1'u16 * 4 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] # off = 4'u16 * 4 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] # off = 3'u16 * 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[float32]](data: cube_pos), color: ColorAttribute[Vec3[float32]](data: cube_color), ) trianglemesh.indices = tris # 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](""" out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1); """) const fragmentShader = generateFragmentShaderCode[VertexDataA]() pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( myengine, triangle, vertexShader, fragmentShader ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()