Mercurial > games > semicongine
annotate examples/E04_input.nim @ 61:0f04ba283558
did: rename and update older demos to work with new APIs
author | Sam <sam@basx.dev> |
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date | Tue, 24 Jan 2023 10:22:38 +0700 |
parents | examples/input.nim@c57285d292b6 |
children | e766d138cc5d |
rev | line source |
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1 import std/strutils |
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2 import std/times |
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3 |
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4 import semicongine |
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5 |
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6 type |
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7 # define type of vertex |
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8 VertexDataA = object |
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9 position: PositionAttribute[Vec2] |
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10 color: ColorAttribute[Vec3] |
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11 transform: ModelTransformAttribute |
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12 Uniforms = object |
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13 projection: Descriptor[Mat44] |
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14 cursor: Descriptor[Vec2] |
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15 |
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16 var |
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17 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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18 uniforms: Uniforms |
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19 scene: Thing |
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20 time: float |
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21 |
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22 |
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23 proc globalUpdate(engine: var Engine, dt: float32) = |
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24 time += dt |
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25 uniforms.cursor.value = engine.input.mousePos |
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26 uniforms.projection.value = ortho[float32]( |
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27 0'f32, float32(engine.vulkan.frameSize.x), |
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28 0'f32, float32(engine.vulkan.frameSize.y), |
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29 0'f32, 1'f32, |
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30 ) |
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31 engine.vulkan.device.updateUniformData(pipeline, uniforms) |
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32 |
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33 let cursor = firstPartWithName[Mesh[VertexDataA]](scene, "cursor") |
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34 if cursor != nil: |
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35 for c in cursor.vertexData.color.data.mitems: |
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36 c[1] = (sin(time * 8) * 0.5 + 0.5) * 0.2 |
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37 c[2] = (sin(time * 8) * 0.5 + 0.5) * 0.2 |
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38 engine.vulkan.device.updateVertexData(cursor.vertexData.color) |
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39 |
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40 var trans = translate3d(engine.input.mousePos.x, engine.input.mousePos.y, 0'f32) |
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41 # cursor.vertexData.transform.data = @[trans.transposed()] |
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42 engine.vulkan.device.updateVertexData(cursor.vertexData.transform) |
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43 |
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44 |
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45 const |
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46 shape = @[ |
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47 Vec2([ - 1'f32, - 1'f32]), |
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48 Vec2([1'f32, - 1'f32]), |
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49 Vec2([-0.3'f32, -0.3'f32]), |
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50 Vec2([-0.3'f32, -0.3'f32]), |
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51 Vec2([ - 1'f32, 1'f32]), |
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52 Vec2([ - 1'f32, - 1'f32]), |
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53 ] |
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54 colors = @[ |
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55 Vec3([1'f32, 0'f32, 0'f32]), |
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56 Vec3([1'f32, 0'f32, 0'f32]), |
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57 Vec3([1'f32, 0'f32, 0'f32]), |
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58 Vec3([0.8'f32, 0'f32, 0'f32]), |
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59 Vec3([0.8'f32, 0'f32, 0'f32]), |
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60 Vec3([0.8'f32, 0'f32, 0'f32]), |
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61 ] |
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62 |
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63 when isMainModule: |
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64 var myengine = igniteEngine("Input") |
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65 |
57 | 66 var cursormesh = new Mesh[VertexDataA] |
67 cursormesh.vertexData = VertexDataA( | |
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68 position: PositionAttribute[Vec2](data: shape, useOnDeviceMemory: true), |
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69 color: ColorAttribute[Vec3](data: colors), |
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70 transform: ModelTransformAttribute(data: @[Unit44]), |
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71 ) |
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72 # transform the cursor a bit to make it look nice |
57 | 73 for i in 0 ..< cursormesh.vertexData.position.data.len: |
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74 let cursorscale = ( |
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75 scale2d(20'f32, 20'f32) * |
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76 translate2d(1'f32, 1'f32) * |
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77 rotate2d(-float32(PI) / 4'f32) * |
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78 scale2d(0.5'f32, 1'f32) * |
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79 rotate2d(float32(PI) / 4'f32) |
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80 ) |
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81 let pos = Vec3([cursormesh.vertexData.position.data[i][0], |
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82 cursormesh.vertexData.position.data[i][1], 1'f32]) |
57 | 83 cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy |
84 | |
85 var boxmesh = new Mesh[VertexDataA] | |
86 boxmesh.vertexData = VertexDataA( | |
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87 position: PositionAttribute[Vec2](data: shape), |
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88 color: ColorAttribute[Vec3](data: colors), |
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89 transform: ModelTransformAttribute(data: @[Unit44]), |
57 | 90 ) |
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91 for i in 0 ..< boxmesh.vertexData.position.data.len: |
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92 let boxscale = translate2d(100'f32, 100'f32) * scale2d(100'f32, 100'f32) |
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93 let pos = Vec3([boxmesh.vertexData.position.data[i][0], |
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94 boxmesh.vertexData.position.data[i][1], 1'f32]) |
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95 boxmesh.vertexData.position.data[i] = (boxscale * pos).xy |
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96 |
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97 scene = newThing("scene") |
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98 scene.add newThing("cursor", cursormesh) |
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99 scene.add newThing("a box", boxmesh, newTransform(Unit44), newTransform( |
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100 translate3d(1'f32, 0'f32, 0'f32))) |
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101 scene.add newTransform(scale3d(1.5'f32, 1.5'f32, 1.5'f32)) |
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102 |
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103 # upload data, prepare shaders, etc |
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104 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
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105 out_position = uniforms.projection * transform * vec4(position, 0, 1); |
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106 """) |
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107 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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108 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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109 myengine, |
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110 scene, |
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111 vertexShader, |
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112 fragmentShader |
c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
Sam <sam@basx.dev>
parents:
diff
changeset
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113 ) |
c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
Sam <sam@basx.dev>
parents:
diff
changeset
|
114 # show something |
c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
Sam <sam@basx.dev>
parents:
diff
changeset
|
115 myengine.run(pipeline, globalUpdate) |
c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
Sam <sam@basx.dev>
parents:
diff
changeset
|
116 pipeline.trash() |
c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
Sam <sam@basx.dev>
parents:
diff
changeset
|
117 myengine.trash() |