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-rw-r--r--examples/triangle.scm146
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diff --git a/examples/triangle.scm b/examples/triangle.scm
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+(use-modules (chickadee)
+ (chickadee data bytestruct)
+ (chickadee math vector)
+ (chickadee graphics)
+ (chickadee graphics buffer)
+ (chickadee graphics color)
+ (chickadee graphics pipeline)
+ (chickadee graphics shader)
+ (chickadee graphics texture)
+ (chickadee graphics viewport)
+ (rnrs base))
+
+(define window-width 800)
+(define window-height 600)
+(define index-buffer #f)
+(define vertex-buffers #f)
+(define uniforms #f)
+(define texture #f)
+(define view #f)
+(define sampler #f)
+(define shader #f)
+(define pipeline #f)
+(define pass #f)
+(define bindings #f)
+
+(define-bytestruct <uniforms>
+ (struct (time f32)))
+
+(define (load)
+ (set! index-buffer
+ (bytevector->buffer (u32vector 0 1 2)
+ #:name "Triangle indices"))
+ (set! vertex-buffers
+ (vector
+ (bytevector->buffer (f32vector -1.0 -1.0 0.0 0.0 1.0 0.0 0.0 1.0
+ +1.0 -1.0 1.0 0.0 0.0 1.0 0.0 1.0
+ +0.0 +1.0 0.5 1.0 0.0 0.0 1.0 1.0)
+ #:name "Triangle position, texture, color")))
+ (set! uniforms (make-buffer 4 #:name "Uniform buffer" #:usage '(uniform)))
+ (set! texture (load-image "images/wall.png" #:name "Wall texture"))
+ (set! view (make-texture-view texture #:name "Wall texture view"))
+ (set! sampler (make-sampler #:name "Nearest neighbor sampler"
+ #:address-mode-u 'repeat
+ #:address-mode-v 'repeat))
+ (set! shader (make-shader
+ (lambda (lang)
+ (if (eq? lang 'glsl)
+ (values "
+#ifdef GLSL330
+layout (location = 0) in vec2 position;
+layout (location = 1) in vec2 tex;
+layout (location = 2) in vec4 color;
+#elif defined(GLSL130)
+in vec2 position;
+in vec2 tex;
+in vec4 color;
+#elif defined(GLSL120)
+attribute vec2 position;
+attribute vec2 tex;
+attribute vec4 color;
+#endif
+#ifdef GLSL120
+varying vec2 fragTex;
+varying vec4 fragColor;
+#else
+out vec2 fragTex;
+out vec4 fragColor;
+#endif
+
+layout (std140) uniform Time
+{
+ float time;
+};
+
+void main(void) {
+ fragTex = vec2(tex.x, tex.y) + mod(time / 3.0, 1.0);
+ fragColor = color;
+ gl_Position = vec4(position, 0.0, 1.0);
+}
+"
+ "
+#ifdef GLSL120
+varying vec2 fragTex;
+varying vec4 fragColor;
+#else
+in vec2 fragTex;
+in vec4 fragColor;
+#endif
+#ifdef GLSL330
+out vec4 outFragColor;
+#else
+#define outFragColor gl_FragColor
+#define texture texture2D
+#endif
+
+uniform sampler2D sampler;
+
+void main (void) {
+ outFragColor = texture(sampler, fragTex) + fragColor;
+}
+")
+ (error "unsupported shader language" lang)))
+ #:name "Triangle shader"))
+ (set! pipeline
+ (make-render-pipeline
+ #:name "Triangle"
+ #:shader shader
+ #:vertex-layout
+ (vector (make-vertex-buffer-layout
+ #:stride (* 4 8)
+ #:attributes (vector
+ (make-vertex-attribute
+ #:format 'float32x2)
+ (make-vertex-attribute
+ #:format 'float32x2
+ #:offset (* 2 4))
+ (make-vertex-attribute
+ #:format 'float32x4
+ #:offset (* 4 4)))))
+ #:binding-layout (vector (make-texture-layout)
+ (make-sampler-layout)
+ (make-buffer-layout))))
+ (set! bindings (vector view sampler uniforms)))
+
+(define (draw* alpha)
+ (let ((bv (map-buffer uniforms 'write 0 4)))
+ (bytestruct-pack! <uniforms> (((time) (mod (elapsed-time) 1000.0))) bv 0)
+ (unmap-buffer uniforms))
+ (draw 3
+ #:pipeline pipeline
+ #:index-buffer index-buffer
+ #:vertex-buffers vertex-buffers
+ #:bindings bindings))
+
+(define (key-press key modifiers repeat)
+ (when (eq? key 'q) (abort-game)))
+
+;; (add-hook! after-gc-hook (lambda () (pk (gc-stats))))
+
+(run-game #:load load
+ #:draw draw*
+ #:key-press key-press
+ #:window-width window-width
+ #:window-height window-height
+ #:window-fullscreen? #f
+ #:window-resizable? #t)