Mercurial > games > semicongine
changeset 797:812b5e28f441
did: update examples to work with improved scenegraph/material api, notice removed complexity!
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 05 Sep 2023 00:28:35 +0700 |
parents | 8084252b807a |
children | f13f748567db |
files | examples/E01_hello_triangle.nim examples/E02_squares.nim examples/E03_hello_cube.nim examples/E04_input.nim examples/E10_pong.nim |
diffstat | 5 files changed, 93 insertions(+), 113 deletions(-) [+] |
line wrap: on
line diff
--- a/examples/E01_hello_triangle.nim Mon Sep 04 00:55:35 2023 +0700 +++ b/examples/E01_hello_triangle.nim Tue Sep 05 00:28:35 2023 +0700 @@ -21,12 +21,12 @@ meshes: @[newMesh( [newVec3f(-0.5, 0.5), newVec3f(0, -0.5), newVec3f(0.5, 0.5)], [newVec4f(1, 0, 0, 1), newVec4f(0, 1, 0, 1), newVec4f(0, 0, 1, 1)], - material=Material(name: "") + material=Material(name: "default") )] ) myengine = initEngine("Hello triangle") -myengine.initRenderer({"": shaderConfiguration}.toTable) +myengine.initRenderer({"default": shaderConfiguration}.toTable) myengine.addScene(triangle) while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape):
--- a/examples/E02_squares.nim Mon Sep 04 00:55:35 2023 +0700 +++ b/examples/E02_squares.nim Tue Sep 05 00:28:35 2023 +0700 @@ -1,4 +1,5 @@ import std/sequtils +import std/tables import std/random import ../src/semicongine @@ -42,19 +43,15 @@ const - inputs = @[ - attr[Vec3f]("position"), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), - attr[uint32]("index"), - ] - intermediate = @[attr[Vec4f]("outcolor")] - uniforms = @[attr[float32]("time")] - outputs = @[attr[Vec4f]("color")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=inputs, - intermediate=intermediate, - outputs=outputs, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + 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; @@ -69,17 +66,18 @@ positions=vertices, indices=indices, colors=colors, + material=Material(name: "default") ) - setMeshData[uint32](squaremesh, "index", iValues.toSeq) + squaremesh[].initVertexAttribute("index", iValues.toSeq) var myengine = initEngine("Squares") - myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) + myengine.initRenderer({"default": shaderConfiguration}.toTable) - var scene = newScene("scene", newEntity("scene", [], newEntity("squares", {"mesh": Component(squaremesh)}))) - myengine.addScene(scene, inputs, @[], transformAttribute="") + var scene = Scene(name: "scene", meshes: @[squaremesh]) scene.addShaderGlobal("time", 0.0'f32) + myengine.addScene(scene) while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): - setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) + scene.setShaderGlobal("time", getShaderGlobal[float32](scene, "time") + 0.0005'f) myengine.renderScene(scene) myengine.destroy()
--- a/examples/E03_hello_cube.nim Mon Sep 04 00:55:35 2023 +0700 +++ b/examples/E03_hello_cube.nim Tue Sep 05 00:28:35 2023 +0700 @@ -8,6 +8,7 @@ # +import std/tables import std/times import ../src/semicongine @@ -52,35 +53,31 @@ var myengine = initEngine("Hello cube") const - inputs = @[ - attr[Vec3f]("position"), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), - ] - intermediate = @[attr[Vec4f]("outcolor")] - uniforms = @[ - attr[Mat4]("projection"), - attr[Mat4]("view"), - attr[Mat4]("model"), - ] - fragOutput = @[attr[Vec4f]("color")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=inputs, - intermediate=intermediate, - outputs=fragOutput, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + 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 = (Uniforms.projection * Uniforms.view * Uniforms.model) * vec4(position, 1);""", fragmentCode="color = outcolor;", ) - myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - var cube = newScene("scene", newEntity("cube", {"mesh": Component(newMesh(positions=cube_pos, indices=tris, colors=cube_color))})) + myengine.initRenderer({"default": shaderConfiguration}.toTable) + var cube = Scene(name: "scene", meshes: @[newMesh(positions=cube_pos, indices=tris, colors=cube_color, material=Material(name: "default"))]) cube.addShaderGlobal("projection", Unit4f32) cube.addShaderGlobal("view", Unit4f32) cube.addShaderGlobal("model", Unit4f32) - myengine.addScene(cube, inputs, @[], transformAttribute="") + myengine.addScene(cube) var t: float32 = cpuTime() while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): - setShaderGlobal(cube, "model", translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) + setShaderGlobal(cube, "model", translate(0'f32, 0'f32, 10'f32) * rotate(t, Yf32)) setShaderGlobal(cube, "projection", perspective( float32(PI / 4), @@ -90,7 +87,6 @@ ) ) t = cpuTime() - myengine.renderScene(cube) myengine.destroy()
--- a/examples/E04_input.nim Mon Sep 04 00:55:35 2023 +0700 +++ b/examples/E04_input.nim Tue Sep 05 00:28:35 2023 +0700 @@ -1,4 +1,5 @@ import std/enumerate +import std/tables import std/typetraits import std/math @@ -107,15 +108,17 @@ # define mesh objects var + material = Material(name: "default") cursormesh = newMesh( positions=positions, colors=arrow_colors, - instanceCount=1, + material=material, ) keyboardmesh = newMesh( positions=keyvertexpos, colors=keyvertexcolor, - indices=keymeshindices + indices=keymeshindices, + material=material, ) backgroundmesh = newMesh( positions= @[ @@ -131,48 +134,42 @@ backgroundColor, ], indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], + material=material, ) # define mesh objects - scene = newScene("scene", newEntity("scene")) - scene.root.add newEntity("background", {"mesh": Component(backgroundmesh)}) - let keyboard = newEntity("keyboard", {"mesh": Component(keyboardmesh)}) - keyboard.transform = translate3d( + var keyboard_center = translate( -float32(rowWidth) / 2'f32, -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32 ) - scene.root.add newEntity("keyboard-center", [], keyboard) - scene.root.add newEntity("cursor", {"mesh": Component(cursormesh)}) + scene = Scene(name: "scene", meshes: @[backgroundmesh, keyboardmesh, cursormesh]) # shaders const - inputs = @[ - attr[Vec3f]("position"), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), - attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), - ] - intermediate = @[attr[Vec4f]("outcolor")] - uniforms = @[attr[Mat4]("projection")] - outputs = @[attr[Vec4f]("color")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=inputs, - intermediate=intermediate, - outputs=outputs, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + inputs=[ + attr[Vec3f]("position"), + attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), + attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), + ], + intermediates=[attr[Vec4f]("outcolor")], + uniforms=[attr[Mat4]("projection")], + outputs=[attr[Vec4f]("color")], vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", fragmentCode="color = outcolor;", ) # set up rendering - myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5))) - myengine.addScene(scene, inputs, @[], transformAttribute="transform") + myengine.initRenderer({"default": shaderConfiguration}.toTable) scene.addShaderGlobal("projection", Unit4f32) + myengine.addScene(scene) + myengine.hideSystemCursor() # mainloop while myengine.updateInputs() == Running: if myengine.windowWasResized(): - setShaderGlobal(scene, "projection", + scene.setShaderGlobal("projection", ortho( 0, float32(myengine.getWindow().size[0]), 0, float32(myengine.getWindow().size[1]), @@ -181,27 +178,26 @@ ) let winsize = myengine.getWindow().size - center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) - scene.root.firstWithName("keyboard-center").transform = center - scene.root.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32) + center = translate(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) + keyboardmesh.transform = keyboard_center * center + backgroundmesh.transform = scale(float32(winsize[0]), float32(winsize[1]), 1'f32) - let mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) - scene.root.firstWithName("cursor").transform = mousePos + let mousePos = translate(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) + cursormesh.transform = mousePos - var mesh = Mesh(scene.root.firstWithName("keyboard")["mesh"]) for (index, key) in enumerate(keyIndices): if myengine.keyWasPressed(key): - let baseIndex = uint32(index * 4) - mesh.updateMeshData("color", baseIndex + 0, activeColor) - mesh.updateMeshData("color", baseIndex + 1, activeColor) - mesh.updateMeshData("color", baseIndex + 2, activeColor) - mesh.updateMeshData("color", baseIndex + 3, activeColor) + let baseIndex = index * 4 + keyboardmesh[].updateAttributeData("color", baseIndex + 0, activeColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 1, activeColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 2, activeColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 3, activeColor) if myengine.keyWasReleased(key): - let baseIndex = uint32(index * 4) - mesh.updateMeshData("color", baseIndex + 0, baseColor) - mesh.updateMeshData("color", baseIndex + 1, baseColor) - mesh.updateMeshData("color", baseIndex + 2, baseColor) - mesh.updateMeshData("color", baseIndex + 3, baseColor) + let baseIndex = index * 4 + keyboardmesh[].updateAttributeData("color", baseIndex + 0, baseColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 1, baseColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 2, baseColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 3, baseColor) myengine.renderScene(scene)
--- a/examples/E10_pong.nim Mon Sep 04 00:55:35 2023 +0700 +++ b/examples/E10_pong.nim Tue Sep 05 00:28:35 2023 +0700 @@ -1,4 +1,5 @@ import std/times +import std/tables import ../src/semicongine @@ -8,8 +9,8 @@ barWidth = 0.01'f ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex() ballSize = 0.01'f - backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) ballSpeed = 60'f + material = Material(name: "default") var level: Scene @@ -17,41 +18,31 @@ when isMainModule: var myengine = initEngine("Pong") - level = newScene("scene", newEntity("Level")) - var playerbarmesh = rect(color=barcolor) - var playerbar = newEntity("playerbar", {"mesh": Component(playerbarmesh)}) - playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) - var player = newEntity("player", [], playerbar) - player.transform = translate3d(0'f, 0.3'f, 0'f) - level.root.add player - var ballmesh = circle(color=ballcolor) - var ball = newEntity("ball", {"mesh": Component(ballmesh)}) - ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) - level.root.add ball + var player = rect(color=barcolor, width=barWidth, height=barSize) + player.material = material + var ball = circle(color=ballcolor) + ball.material = material + level = Scene(name: "scene", meshes: @[ball, player]) const - inputs = @[ - attr[Vec3f]("position"), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), - attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), - ] - intermediate = @[attr[Vec4f]("outcolor")] - uniforms = @[attr[Mat4]("projection")] - outputs = @[attr[Vec4f]("color")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=inputs, - intermediate=intermediate, - outputs=outputs, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + inputs=[ + attr[Vec3f]("position"), + attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), + attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), + ], + intermediates=[attr[Vec4f]("outcolor")], + uniforms=[attr[Mat4]("projection")], + outputs=[attr[Vec4f]("color")], vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", fragmentCode="color = outcolor;", ) # set up rendering - myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) - myengine.addScene(level, inputs, @[], transformAttribute="transform") + myengine.initRenderer({"default": shaderConfiguration}.toTable) level.addShaderGlobal("projection", Unit4f32) + myengine.addScene(level) var winsize = myengine.getWindow().size @@ -78,22 +69,21 @@ height = float32(winsize[1]) / float32(winsize[0]) width = 1'f setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1)) - var player = level.root.firstWithName("player") if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: - player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) + player.transform = player.transform * translate(0'f, 1'f * dt, 0'f) if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: - player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) + player.transform = player.transform * translate(0'f, -1'f * dt, 0'f) # bounce level if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] - ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) + ball.transform = ball.transform * translate(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) # loose if ball.transform.col(3).x - ballSize/2 <= 0: - ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(30'f, 30'f, 0'f) + ball.transform = scale(ballSize, ballSize, 1'f) * translate(30'f, 30'f, 0'f) ballVelocity = newVec2f(1, 1).normalized * ballSpeed # bar