Mercurial > games > semicongine
changeset 136:fc5db4f1f94e
did: rewrite example 02 with new engine approach
author | Sam <sam@basx.dev> |
---|---|
date | Thu, 20 Apr 2023 23:46:22 +0700 |
parents | 250e1dcbfec9 |
children | ac2b6777c5db |
files | examples/E01_hello_triangle.nim examples/E02_squares.nim |
diffstat | 2 files changed, 62 insertions(+), 63 deletions(-) [+] |
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--- a/examples/E01_hello_triangle.nim Thu Apr 20 23:45:57 2023 +0700 +++ b/examples/E01_hello_triangle.nim Thu Apr 20 23:46:22 2023 +0700 @@ -1,6 +1,3 @@ -import std/strutils -import std/enumerate - import semicongine @@ -15,7 +12,10 @@ stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, outputs=vertexOutput, - main="""gl_Position = vec4(position, 1.0); outcolor = color;""" + main=""" + gl_Position = vec4(position, 1.0); + outcolor = color; + """ ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT,
--- a/examples/E02_squares.nim Thu Apr 20 23:45:57 2023 +0700 +++ b/examples/E02_squares.nim Thu Apr 20 23:46:22 2023 +0700 @@ -1,37 +1,22 @@ import std/times +import std/sequtils import std/strutils import std/math import std/random import semicongine -type - VertexDataA = object - position11: PositionAttribute[Vec2] - color22: ColorAttribute[Vec3] - index: GenericAttribute[uint32] - Uniforms = object - t: Descriptor[float32] - -var - pipeline: RenderPipeline[VertexDataA, Uniforms] - uniformdata = Uniforms(t: Descriptor[float32](value: 0'f32)) - -proc globalUpdate(engine: var Engine, t, dt: float32) = - uniformdata.t.value += dt - engine.vulkan.device.updateUniformData(pipeline, uniformdata) when isMainModule: randomize() - var myengine = igniteEngine("Squares") const COLUMNS = 10 ROWS = 10 WIDTH = 2'f32 / COLUMNS HEIGHT = 2'f32 / ROWS var - vertices: array[COLUMNS * ROWS * 4, Vec2] - colors: array[COLUMNS * ROWS * 4, Vec3] + vertices: array[COLUMNS * ROWS * 4, Vec3f] + colors: array[COLUMNS * ROWS * 4, Vec3f] iValues: array[COLUMNS * ROWS * 4, uint32] indices: array[COLUMNS * ROWS * 2, array[3, uint16]] @@ -40,13 +25,13 @@ let y: float32 = (row * 2 / COLUMNS) - 1 x: float32 = (col * 2 / ROWS) - 1 - color = Vec3([(x + 1) / 2, (y + 1) / 2, 0'f32]) + color = Vec3f([(x + 1) / 2, (y + 1) / 2, 0'f32]) squareIndex = row * COLUMNS + col vertIndex = squareIndex * 4 - vertices[vertIndex + 0] = Vec2([x, y]) - vertices[vertIndex + 1] = Vec2([x + WIDTH, y]) - vertices[vertIndex + 2] = Vec2([x + WIDTH, y + HEIGHT]) - vertices[vertIndex + 3] = Vec2([x, y + HEIGHT]) + 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 @@ -55,43 +40,57 @@ 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)] + 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)] - type PIndexedMesh = Mesh[VertexDataA, - uint16] # required so we can use ctor with ref/on heap - var squaremesh = PIndexedMesh( - vertexData: VertexDataA( - position11: PositionAttribute[Vec2](data: @vertices), - color22: ColorAttribute[Vec3](data: @colors), - index: GenericAttribute[uint32](data: @iValues), - ), - indexed: true, - indices: @indices + const + vertexInput = @[ + attr[Vec3f]("position", memoryLocation=VRAM), + attr[Vec3f]("color", memoryLocation=VRAM), # TODO: VRAMVisible + attr[uint32]("index", memoryLocation=VRAM), + ] + vertexOutput = @[attr[Vec3f]("outcolor")] + uniforms = @[attr[float32]("time")] + fragOutput = @[attr[Vec4f]("color")] + vertexCode = compileGlslShader( + stage=VK_SHADER_STAGE_VERTEX_BIT, + inputs=vertexInput, + uniforms=uniforms, + outputs=vertexOutput, + main=""" +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 = vec3(color.r, color.g, v * 0.5); +gl_Position = vec4(position, 1.0); +""" + ) + fragmentCode = compileGlslShader( + stage=VK_SHADER_STAGE_FRAGMENT_BIT, + inputs=vertexOutput, + uniforms=uniforms, + outputs=fragOutput, + main="color = vec4(outcolor, 1);" + ) + var squaremesh = newMesh( + positions=vertices, + indices=indices, + colors=colors, ) - var scene = newThing("scene", newThing("squares", squaremesh)) + setMeshData[uint32](squaremesh, "index", iValues.toSeq) - const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]( - """ - float pos_weight = index / 100.0; // add some gamma correction? - float t = sin(uniforms.t * 0.5) * 0.5 + 0.5; - float v = min(1, max(0, pow(pos_weight - t, 2))); - v = pow(1 - v, 3000); - out_color = vec4(in_color.r, in_color.g, v * 0.5, 1.0); - """ - ) - const fragmentShader = generateFragmentShaderCode[VertexDataA]() - static: - echo vertexShader - pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( - myengine, - scene, - vertexShader, - fragmentShader - ) - myengine.run(pipeline, globalUpdate) - pipeline.trash() - myengine.trash() + var myengine = initEngine("Squares") + myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) + + var scene = newEntity("scene", newEntity("squares", squaremesh)) + myengine.addScene(scene, vertexInput) + var time = initShaderGlobal("time", 0.0'f32) + scene.components.add time + while myengine.running and not myengine.keyWasPressed(Escape): + myengine.updateInputs() + setValue[float32](time.value, get[float32](time.value) + 0.0005) + myengine.renderScene(scene) + + myengine.destroy()