Mercurial > games > semicongine
annotate semiconginev2/old/panel.nim @ 1222:3c3d4d7a8ecd compiletime-tests
did: cleanup config file
| author | sam <sam@basx.dev> |
|---|---|
| date | Wed, 17 Jul 2024 21:08:15 +0700 |
| parents | 56781cc0fc7c |
| children |
| rev | line source |
|---|---|
| 431 | 1 import std/strformat |
| 433 | 2 import std/tables |
| 431 | 3 |
| 430 | 4 import ./core |
| 431 | 5 import ./mesh |
| 433 | 6 import ./material |
| 7 import ./vulkan/shader | |
| 434 | 8 import ./events |
| 430 | 9 |
| 10 const | |
| 433 | 11 # font shader |
| 431 | 12 SHADER_ATTRIB_PREFIX = "semicon_panel_" |
| 13 MAX_PANEL_MATERIALS = 10 | |
| 433 | 14 POSITION_ATTRIB = SHADER_ATTRIB_PREFIX & "position" |
| 15 UV_ATTRIB = SHADER_ATTRIB_PREFIX & "uv" | |
| 16 PANEL_MATERIAL_TYPE* = MaterialType( | |
| 17 name: "default-panel-material-type", | |
|
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b5be4ea07c3c
fix: errors that have now been discovered thanks to last commit :)
sam <sam@basx.dev>
parents:
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changeset
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18 vertexAttributes: {POSITION_ATTRIB: Vec3F32, UV_ATTRIB: Vec2F32}.toTable, |
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b5be4ea07c3c
fix: errors that have now been discovered thanks to last commit :)
sam <sam@basx.dev>
parents:
998
diff
changeset
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19 instanceAttributes: {TRANSFORM_ATTRIB: Mat4F32, MATERIALINDEX_ATTRIBUTE: UInt16}.toTable, |
| 433 | 20 attributes: {"panelTexture": TextureType, "color": Vec4F32}.toTable, |
| 21 ) | |
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did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
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diff
changeset
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22 PANEL_SHADER* = CreateShaderConfiguration( |
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did: add name for material types and fix shader-materialtype-compatability check
sam <sam@basx.dev>
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changeset
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23 name = "panel shader", |
| 433 | 24 inputs = [ |
| 1137 | 25 Attr[Mat4](TRANSFORM_ATTRIB, memoryPerformanceHint = PreferFastWrite, perInstance = true), |
| 26 Attr[Vec3f](POSITION_ATTRIB, memoryPerformanceHint = PreferFastWrite), | |
| 27 Attr[Vec2f](UV_ATTRIB, memoryPerformanceHint = PreferFastWrite), | |
| 28 Attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true), | |
| 433 | 29 ], |
| 30 intermediates = [ | |
| 1137 | 31 Attr[Vec2f]("uvFrag"), |
| 32 Attr[uint16]("materialIndexOut", noInterpolation = true) | |
| 433 | 33 ], |
| 1137 | 34 outputs = [Attr[Vec4f]("color")], |
| 35 uniforms = [Attr[Vec4f]("color", arrayCount = MAX_PANEL_MATERIALS), Attr[float32](ASPECT_RATIO_ATTRIBUTE)], | |
| 36 samplers = [Attr[Texture]("panelTexture", arrayCount = MAX_PANEL_MATERIALS)], | |
| 433 | 37 vertexCode = &""" |
| 444 | 38 gl_Position = vec4({POSITION_ATTRIB}.x, {POSITION_ATTRIB}.y * Uniforms.{ASPECT_RATIO_ATTRIBUTE}, {POSITION_ATTRIB}.z, 1.0) * {TRANSFORM_ATTRIB}; |
| 433 | 39 uvFrag = {UV_ATTRIB}; |
| 40 materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; | |
| 41 """, | |
| 42 fragmentCode = &"""color = Uniforms.color[materialIndexOut] * texture(panelTexture[materialIndexOut], uvFrag);""" | |
| 43 ) | |
| 430 | 44 |
| 45 var instanceCounter = 0 | |
| 46 | |
| 47 type | |
| 48 Panel* = object | |
| 431 | 49 texture: Texture |
| 430 | 50 horizontalAlignment: HorizontalAlignment = Center |
| 51 verticalAlignment: VerticalAlignment = Center | |
| 52 dirty: bool | |
| 444 | 53 mesh*: Mesh |
| 434 | 54 # input handling |
| 55 onMouseDown*: proc(panel: var Panel, buttons: set[MouseButton]) | |
| 56 onMouseUp*: proc(panel: var Panel, buttons: set[MouseButton]) | |
| 57 onMouseEnter*: proc(panel: var Panel) | |
| 58 onMouseMove*: proc(panel: var Panel) | |
| 59 onMouseLeave*: proc(panel: var Panel) | |
| 60 hasMouse*: bool | |
| 430 | 61 |
| 433 | 62 proc `$`*(panel: Panel): string = |
| 444 | 63 &"Panel {panel.mesh}" |
| 433 | 64 |
| 1138 | 65 proc Refresh*(panel: var Panel) = |
| 433 | 66 if not panel.dirty: |
| 67 return | |
| 68 | |
| 69 var | |
| 70 offsetX = case panel.horizontalAlignment | |
| 444 | 71 of Left: 0.5 |
| 433 | 72 of Center: 0 |
| 444 | 73 of Right: -0.5 |
| 433 | 74 offsetY = case panel.verticalAlignment |
| 444 | 75 of Top: 0.5 |
| 433 | 76 of Center: 0 |
| 444 | 77 of Bottom: -0.5 |
| 433 | 78 |
| 1136 | 79 panel.mesh[POSITION_ATTRIB, 0] = NewVec3f(-0.5 + offsetX, -0.5 + offsetY) |
| 80 panel.mesh[POSITION_ATTRIB, 1] = NewVec3f(+0.5 + offsetX, -0.5 + offsetY) | |
| 81 panel.mesh[POSITION_ATTRIB, 2] = NewVec3f(+0.5 + offsetX, +0.5 + offsetY) | |
| 82 panel.mesh[POSITION_ATTRIB, 3] = NewVec3f(-0.5 + offsetX, +0.5 + offsetY) | |
| 433 | 83 |
| 84 panel.dirty = false | |
| 85 | |
| 1138 | 86 proc InitPanel*( |
| 444 | 87 transform = Unit4, |
| 1136 | 88 color = NewVec4f(1, 1, 1, 1), |
| 434 | 89 texture = EMPTY_TEXTURE, |
| 90 horizontalAlignment = HorizontalAlignment.Center, | |
| 91 verticalAlignment = VerticalAlignment.Center, | |
| 92 onMouseDown: proc(panel: var Panel, buttons: set[MouseButton]) = nil, | |
| 93 onMouseUp: proc(panel: var Panel, buttons: set[MouseButton]) = nil, | |
| 94 onMouseEnter: proc(panel: var Panel) = nil, | |
| 95 onMouseMove: proc(panel: var Panel) = nil, | |
| 96 onMouseLeave: proc(panel: var Panel) = nil, | |
| 97 ): Panel = | |
| 431 | 98 |
| 434 | 99 result = Panel( |
| 100 texture: texture, | |
| 101 horizontalAlignment: horizontalAlignment, | |
| 102 verticalAlignment: verticalAlignment, | |
| 103 onMouseDown: onMouseDown, | |
| 104 onMouseUp: onMouseUp, | |
| 105 onMouseEnter: onMouseEnter, | |
| 106 onMouseMove: onMouseMove, | |
| 107 onMouseLeave: onMouseLeave, | |
| 444 | 108 dirty: true, |
| 434 | 109 ) |
| 431 | 110 |
|
1139
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
111 result.mesh = NewMesh( |
| 444 | 112 name = &"panel-{instanceCounter}", |
| 433 | 113 positions = newSeq[Vec3f](4), |
| 431 | 114 indices = @[ |
| 115 [uint16(0), uint16(1), uint16(2)], | |
| 116 [uint16(2), uint16(3), uint16(0)], | |
| 433 | 117 ], |
| 1136 | 118 uvs = @[NewVec2f(0, 1), NewVec2f(1, 1), NewVec2f(1, 0), NewVec2f(0, 0)], |
| 444 | 119 transform = transform |
| 433 | 120 ) |
|
1139
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
121 result.mesh[].RenameAttribute("position", POSITION_ATTRIB) |
|
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
122 result.mesh[].RenameAttribute("uv", UV_ATTRIB) |
|
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
123 result.mesh.material = InitMaterialData( |
| 433 | 124 theType = PANEL_MATERIAL_TYPE, |
| 125 name = "Panel material", | |
| 1137 | 126 attributes = {"panelTexture": InitDataList(@[texture]), "color": InitDataList(@[color])}, |
| 433 | 127 ) |
| 128 inc instanceCounter | |
|
1139
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
129 result.Refresh() |
| 431 | 130 |
| 1138 | 131 proc Color*(panel: Panel): Vec4f = |
| 433 | 132 panel.mesh.material["color", 0, Vec4f] |
| 133 proc `color=`*(panel: var Panel, value: Vec4f) = | |
|
1139
114f395b9144
did: finish refactoring and updated all tests accordingly
sam <sam@basx.dev>
parents:
1138
diff
changeset
|
134 if value != panel.mesh.material["color", 0, Vec4f]: |
| 433 | 135 panel.mesh.material["color", 0] = value |
| 136 | |
| 1138 | 137 proc HorizontalAlignment*(panel: Panel): HorizontalAlignment = |
| 430 | 138 panel.horizontalAlignment |
| 139 proc `horizontalAlignment=`*(panel: var Panel, value: HorizontalAlignment) = | |
| 140 if value != panel.horizontalAlignment: | |
| 141 panel.horizontalAlignment = value | |
| 142 panel.dirty = true | |
| 143 | |
| 1138 | 144 proc VerticalAlignment*(panel: Panel): VerticalAlignment = |
| 430 | 145 panel.verticalAlignment |
| 146 proc `verticalAlignment=`*(panel: var Panel, value: VerticalAlignment) = | |
| 147 if value != panel.verticalAlignment: | |
| 148 panel.verticalAlignment = value | |
| 149 panel.dirty = true | |
| 150 | |
| 1138 | 151 proc Contains*(panel: Panel, p: Vec2f, aspectRatio: float32): bool = |
| 434 | 152 let |
| 1136 | 153 cursor = panel.mesh.transform.Inversed * p.ToVec3 |
| 444 | 154 p1 = panel.mesh[POSITION_ATTRIB, 0, Vec3f] |
| 155 p2 = panel.mesh[POSITION_ATTRIB, 2, Vec3f] | |
| 434 | 156 left = min(p1.x, p2.x) |
| 157 right = max(p1.x, p2.x) | |
| 444 | 158 top = min(p1.y * aspectRatio, p2.y * aspectRatio) |
| 159 bottom = max(p1.y * aspectRatio, p2.y * aspectRatio) | |
| 434 | 160 return left <= cursor.x and cursor.x <= right and top <= cursor.y and cursor.y <= bottom |
