Mercurial > games > semicongine
view examples/E03_hello_cube.nim @ 1141:d3e014c3551c
fix: cude example perspective matrix
author | sam <sam@basx.dev> |
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date | Sat, 08 Jun 2024 15:19:58 +0700 |
parents | 5934c5615f13 |
children |
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import std/tables import std/times 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 ] R = NewVec4f(1, 0, 0, 1) G = NewVec4f(0, 1, 0, 1) B = NewVec4f(0, 0, 1, 1) cube_color = @[ R, R, R, R, R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, R * 0.5'f32, G, G, G, G, G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, G * 0.5'f32, B, B, B, B, B * 0.5'f32, B * 0.5'f32, B * 0.5'f32, B * 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 shaderConfiguration = CreateShaderConfiguration( name = "default shader", inputs = [ Attr[Vec3f]("position"), Attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), ], intermediates = [Attr[Vec4f]("outcolor")], uniforms = [ Attr[Mat4]("projection"), Attr[Mat4]("view"), Attr[Mat4]("model"), ], outputs = [Attr[Vec4f]("color")], vertexCode = """ outcolor = color; // gl_Position = vec4(position, 1) * (Uniforms.model * Uniforms.projection * Uniforms.view); gl_Position = vec4(position, 1) * (Uniforms.model * Uniforms.projection * Uniforms.view); """, fragmentCode = "color = outcolor;", ) var matDef = MaterialType(name: "default material", vertexAttributes: {"position": Vec3F32, "color": Vec4F32}.toTable) var cube = Scene(name: "scene", meshes: @[NewMesh(positions = cube_pos, indices = tris, colors = cube_color, material = matDef.InitMaterialData(name = "default"))]) cube.AddShaderGlobal("projection", Unit4f32) cube.AddShaderGlobal("view", Unit4f32) cube.AddShaderGlobal("model", Unit4f32) myengine.InitRenderer({matDef: shaderConfiguration}) myengine.LoadScene(cube) var t: float32 = cpuTime() while myengine.UpdateInputs() and not KeyWasPressed(Escape): SetShaderGlobal(cube, "model", Translate(0'f32, 0'f32, 10'f32) * Rotate(t, Yf32)) SetShaderGlobal(cube, "projection", Perspective( float32(PI / 4), float32(myengine.GetWindow().Size[0]) / float32(myengine.GetWindow().Size[1]), 0.1'f32, 100'f32 ) ) t = cpuTime() myengine.RenderScene(cube) myengine.Destroy()