Awesome
zengine
2D | 3D Game development library
NOTE - Please run examples from root directory for now
Progress -
Dependencies: Assimp
import zengine, sdl2, opengl
type
LightKind = enum
Point, Directional, Spot
Light = ref object
id: int
enabled: bool
kind: LightKind
position: Vector3
target: Vector3
radius: float
diffuse: ZColor
intensity: float
coneAngle: float
const
WIDTH = 960
HEIGHT = 540
MAX_LIGHTS = 8
var lights: array[MAX_LIGHTS, Light]
var lightsCount = 0
var lightsLocs: array[MAX_LIGHTS, array[8, int]]
proc createLight(kind: LightKind, position: Vector3, diffuse: ZColor): Light =
result = nil
if lightsCount < MAX_LIGHTS:
result = Light(
id: lightsCount,
kind: kind,
enabled: true,
position: position,
target: vectorZero(),
intensity: 1.0,
diffuse: diffuse
)
lights[lightsCount] = result
inc(lightsCount)
else:
result = lights[lightsCount]
proc setShaderLightsValues(shader: Shader) =
var tempInt: array[8, GLint]
var tempFloat: array[8, GLfloat]
for i in 0..<MAX_LIGHTS:
if i < lightsCount:
tempInt[0] = lights[i].enabled.GLint
setShaderValuei(shader, lightsLocs[i][0].GLint, tempInt, 1)
tempInt[0] = lights[i].kind.GLint
setShaderValuei(shader, lightsLocs[i][1].GLint, tempInt, 1)
tempFloat[0] = lights[i].diffuse.r.float/255.0
tempFloat[1] = lights[i].diffuse.g.float/255.0
tempFloat[2] = lights[i].diffuse.b.float/255.0
tempFloat[3] = lights[i].diffuse.a.float/255.0
setShaderValue(shader, lightsLocs[i][5].GLint, tempFloat, 4)
tempFloat[0] = lights[i].intensity
setShaderValue(shader, lightsLocs[i][6].GLint, tempFloat, 1)
case lights[i].kind:
of LightKind.Point:
tempFloat[0] = lights[i].position.x
tempFloat[1] = lights[i].position.y
tempFloat[2] = lights[i].position.z
setShaderValue(shader, lightsLocs[i][2].GLint, tempFloat, 3)
tempFloat[0] = lights[i].radius
setShaderValue(shader, lightsLocs[i][4].GLint, tempFloat, 1)
of LightKind.Directional:
var direction = vectorSubtract(lights[i].target, lights[i].position)
vectorNormalize(direction)
tempFloat[0] = direction.x
tempFloat[1] = direction.y
tempFloat[2] = direction.z
setShaderValue(shader, lightsLocs[i][3].GLint, tempFloat, 3)
of LightKind.Spot:
tempFloat[0] = lights[i].position.x
tempFloat[1] = lights[i].position.y
tempFloat[2] = lights[i].position.z
setShaderValue(shader, lightsLocs[i][2].GLint, tempFloat, 3)
var direction = vectorSubtract(lights[i].target, lights[i].position)
vectorNormalize(direction)
tempFloat[0] = direction.x
tempFloat[1] = direction.y
tempFloat[2] = direction.z
setShaderValue(shader, lightsLocs[i][3].GLint, tempFloat, 3)
tempFloat[0] = lights[i].coneAngle
setShaderValue(shader, lightsLocs[i][7].GLint, tempFloat, 1)
else:
tempInt[0] = 0
setShaderValuei(shader, lightsLocs[i][0].GLint, tempInt, 1)
proc getShaderLightsLocation(shader: Shader) =
var locName = "lights[x]."
var locNameUpdated = newStringOfCap(64)
for i in 0..<MAX_LIGHTS:
locName[7] = ('0'.int + i).char
locNameUpdated = locName
locNameUpdated &= "enabled"
lightsLocs[i][0] = getShaderLocation(shader, locNameUpdated)
locNameUpdated[0] = ' '
locNameUpdated = locName
locNameUpdated &= "type"
lightsLocs[i][1] = getShaderLocation(shader, locNameUpdated)
locNameUpdated[0] = ' '
locNameUpdated = locName
locNameUpdated &= "position"
lightsLocs[i][2] = getShaderLocation(shader, locNameUpdated)
locNameUpdated[0] = ' '
locNameUpdated = locName
locNameUpdated &= "direction"
lightsLocs[i][3] = getShaderLocation(shader, locNameUpdated)
locNameUpdated[0] = ' '
locNameUpdated = locName
locNameUpdated &= "radius"
lightsLocs[i][4] = getShaderLocation(shader, locNameUpdated)
locNameUpdated[0] = ' '
locNameUpdated = locName
locNameUpdated &= "diffuse"
lightsLocs[i][5] = getShaderLocation(shader, locNameUpdated)
locNameUpdated[0] = ' '
locNameUpdated = locName
locNameUpdated &= "intensity"
lightsLocs[i][6] = getShaderLocation(shader, locNameUpdated)
locNameUpdated[0] = ' '
locNameUpdated = locName
locNameUpdated &= "coneAngle"
lightsLocs[i][7] = getShaderLocation(shader, locNameUpdated)
zengine.init(WIDTH, HEIGHT, "zengine example: 00_Initialization")
var
evt = sdl2.defaultEvent
running = true
camera = Camera(
position: Vector3(x: 4, y: 2, z: 4),
target: Vector3(x: 0, y: 1.8, z: 0),
up: Vector3(x: 0, y: 1, z: 0),
fovY: 60
)
mouseWheelMovement = 0
mouseXRel = 0
mouseYRel = 0
camera.setMode(CameraMode.Free)
#camera.setMode(CameraMode.FirstPerson)
let shader = loadShader("examples/data/shaders/glsl330/forward.vs", "examples/data/shaders/glsl330/forward.fs")
var model = loadModel("examples/data/models/mannequin/walking.dae", shader)
getShaderLightsLocation(shader)
var spotLight = createLight(LightKind.Spot, Vector3(x:0.0, y:5.0, z:0.0), ZColor(r:255, g:255, b:255, a:255))
spotLight.target = Vector3(x: 0.0, y: 0.0, z: 0.0)
spotLight.intensity = 2.0
spotlight.diffuse = ZColor(r: 0, g: 0, b: 255, a: 255)
spotLight.coneAngle = 60.0
var dirLight = createLight(LightKind.Directional, Vector3(x:0.0, y: -3.0, z: -3.0), ZColor(r:0, g:0, b:255, a:255))
dirLight.target = Vector3(x: 1.0, y: -2.0, z: -2.0)
dirLight.intensity = 2.0
dirLight.diffuse = ZColor(r: 100, g:255, b:100, a:255)
var pointLight = createLight(LightKind.Point, Vector3(x:0.0, y: 4.0, z: 5.0), ZColor(r:255, g:255, b:255, a:255))
pointLight.intensity = 2.0
pointLight.diffuse = ZColor(r: 100, g:100, b:255, a:255)
pointLight.radius = 3.0
setShaderLightsValues(shader)
while running:
mouseWheelMovement = 0
mouseXRel = 0
mouseYRel = 0
while sdl2.pollEvent(evt):
case evt.kind
of QuitEvent:
running = false
of MouseMotion:
var mouseMoveEvent = cast[MouseMotionEventPtr](addr evt)
mouseXRel = mouseMoveEvent.xrel
mouseYRel = mouseMoveEvent.yrel
of MouseWheel:
var mouseWheelEvent = cast[MouseWheelEventPtr](addr evt)
mouseWheelMovement = mouseWheelEvent.y
else:
discard
pollInput()
camera.update(mouseWheelMovement, mouseXRel, mouseYRel)
beginDrawing()
clearBackground(ZENGRAY)
begin3dMode(camera)
drawPlane(Vector3(x: 0.0, y: 0.0, z: 0.0), Vector2(x: 32.0, y: 32.0), GREEN)
drawCube(Vector3(x: -16.0, y: 2.5, z: 0.0), 1.0, 5.0, 32.0, BLUE)
drawCube(Vector3(x: 16.0, y: 2.5, z: 0.0), 1.0, 5.0, 32.0, RED)
drawCube(Vector3(x: 0.0, y: 2.5, z: 16.0), 32.0, 5.0, 1.0, WHITE)
drawModel(model, WHITE)
end3dMode()
drawText("Hello zengine!", 5, 5, 30, ZColor(r: 255, g: 255, b: 255, a: 255))
endDrawing()
zengine.shutdown()