Mercurial > games > semicongine
annotate examples/input.nim @ 53:4c3891eb9ef9
add: improve build on windows
author | Sam <sam@basx.dev> |
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date | Thu, 19 Jan 2023 22:49:12 +0700 |
parents | 2771db8d4276 |
children | 94d7eed3f118 |
rev | line source |
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38
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1 import std/times |
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2 import std/strutils |
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3 import std/enumerate |
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4 |
40 | 5 import semicongine/engine |
6 import semicongine/math/vector | |
7 import semicongine/math/matrix | |
8 import semicongine/vertex | |
9 import semicongine/descriptor | |
10 import semicongine/mesh | |
11 import semicongine/thing | |
12 import semicongine/shader | |
13 import semicongine/buffer | |
38
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14 |
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15 type |
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16 # define type of vertex |
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17 VertexDataA = object |
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18 position: PositionAttribute[Vec2[float32]] |
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19 color: ColorAttribute[Vec3[float32]] |
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20 Uniforms = object |
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21 cursor: Descriptor[Vec2[float32]] |
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22 aspect: Descriptor[float32] |
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23 |
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24 var |
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25 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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26 uniforms: Uniforms |
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27 uniforms.aspect.value = 1 |
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28 |
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29 |
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30 proc globalUpdate(engine: var Engine, dt: float32) = |
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31 uniforms.aspect.value = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) |
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32 uniforms.cursor.value[0] = ((float32(engine.input.mouseX) / float32(engine.vulkan.frameDimension.width)) * 2'f32 ) - 1'f32 |
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33 uniforms.cursor.value[1] = ((float32(engine.input.mouseY) / float32(engine.vulkan.frameDimension.height)) * 2'f32 ) - 1'f32 |
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34 for buffer in pipeline.uniformBuffers: |
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35 buffer.updateData(uniforms) |
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36 |
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37 # vertex data (types must match the above VertexAttributes) |
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38 const |
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39 shape = @[ |
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40 Vec2([- 1'f32, - 1'f32]), |
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41 Vec2([ 1'f32, - 1'f32]), |
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42 Vec2([-0.3'f32, -0.3'f32]), |
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43 Vec2([-0.3'f32, -0.3'f32]), |
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44 Vec2([- 1'f32, 1'f32]), |
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45 Vec2([- 1'f32, - 1'f32]), |
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46 ] |
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47 colors = @[ |
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48 Vec3([1'f32, 0'f32, 0'f32]), |
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49 Vec3([1'f32, 0'f32, 0'f32]), |
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50 Vec3([1'f32, 0'f32, 0'f32]), |
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51 Vec3([0.8'f32, 0'f32, 0'f32]), |
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52 Vec3([0.8'f32, 0'f32, 0'f32]), |
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53 Vec3([0.8'f32, 0'f32, 0'f32]), |
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54 ] |
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55 |
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56 when isMainModule: |
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57 var myengine = igniteEngine("Input") |
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58 |
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59 # build a single-object scene graph |
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60 var cursor = new Thing |
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61 var cursorpart = new Mesh[VertexDataA] |
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62 cursorpart.vertexData = VertexDataA( |
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63 position: PositionAttribute[Vec2[float32]](data: shape), |
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64 color: ColorAttribute[Vec3[float32]](data: colors), |
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65 ) |
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66 # transform the cursor a bit to make it look nice |
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67 for i in 0 ..< cursorpart.vertexData.position.data.len: |
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68 let cursorscale = ( |
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69 scale2d(0.07'f32, 0.07'f32) * |
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70 translate2d(1'f32, 1'f32) * |
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71 rotate2d(-float32(PI) / 4'f32) * |
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72 scale2d(0.5'f32, 1'f32) * |
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73 rotate2d(float32(PI) / 4'f32) |
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74 ) |
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75 let pos = Vec3[float32]([cursorpart.vertexData.position.data[i][0], cursorpart.vertexData.position.data[i][1], 1'f32]) |
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76 cursorpart.vertexData.position.data[i] = (cursorscale * pos).xy |
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77 cursor.parts.add cursorpart |
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78 |
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79 var scene = new Thing |
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80 scene.children.add cursor |
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81 |
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82 # upload data, prepare shaders, etc |
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83 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
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84 out_position.x = in_position.x * uniforms.aspect + uniforms.cursor.x; |
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85 out_position.y = in_position.y + uniforms.cursor.y; |
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86 """) |
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87 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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88 echo vertexShader |
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89 echo fragmentShader |
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90 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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91 myengine, |
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92 scene, |
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93 vertexShader, |
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94 fragmentShader |
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95 ) |
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96 # show something |
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97 myengine.run(pipeline, globalUpdate) |
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98 pipeline.trash() |
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99 myengine.trash() |