annotate examples/E10_pong.nim @ 336:887ddc8d45fd

did: update examples to work with improved scenegraph/material api, notice removed complexity!
author Sam <sam@basx.dev>
date Tue, 05 Sep 2023 00:28:35 +0700
parents b145a05c2459
children 2ba3f18e7cad
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1 import std/times
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2 import std/tables
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3
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4 import ../src/semicongine
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5
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6 let
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7 barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex()
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8 barSize = 0.1'f
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9 barWidth = 0.01'f
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10 ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex()
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11 ballSize = 0.01'f
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12 ballSpeed = 60'f
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13 material = Material(name: "default")
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15 var
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16 level: Scene
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17 ballVelocity = newVec2f(1, 1).normalized * ballSpeed
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19 when isMainModule:
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20 var myengine = initEngine("Pong")
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21
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22 var player = rect(color=barcolor, width=barWidth, height=barSize)
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23 player.material = material
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24 var ball = circle(color=ballcolor)
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25 ball.material = material
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26 level = Scene(name: "scene", meshes: @[ball, player])
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27
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28 const
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29 shaderConfiguration = createShaderConfiguration(
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30 inputs=[
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31 attr[Vec3f]("position"),
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32 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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33 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
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34 ],
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35 intermediates=[attr[Vec4f]("outcolor")],
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36 uniforms=[attr[Mat4]("projection")],
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37 outputs=[attr[Vec4f]("color")],
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38 vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""",
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39 fragmentCode="color = outcolor;",
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40 )
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42 # set up rendering
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43 myengine.initRenderer({"default": shaderConfiguration}.toTable)
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44 level.addShaderGlobal("projection", Unit4f32)
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45 myengine.addScene(level)
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46
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47 var
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48 winsize = myengine.getWindow().size
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49 height = float32(winsize[1]) / float32(winsize[0])
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50 width = 1'f
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51 currentTime = cpuTime()
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52 showSystemCursor = true
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53 fullscreen = false
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54 while myengine.updateInputs() == Running and not myengine.keyIsDown(Escape):
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55 if myengine.keyWasPressed(C):
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56 if showSystemCursor:
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57 myengine.hideSystemCursor()
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58 else:
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59 myengine.showSystemCursor()
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60 showSystemCursor = not showSystemCursor
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61 if myengine.keyWasPressed(F):
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62 fullscreen = not fullscreen
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63 myengine.fullscreen(fullscreen)
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64
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65 let dt: float32 = cpuTime() - currentTime
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66 currentTime = cpuTime()
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67 if myengine.windowWasResized():
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68 winsize = myengine.getWindow().size
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69 height = float32(winsize[1]) / float32(winsize[0])
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70 width = 1'f
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71 setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1))
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72 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height:
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73 player.transform = player.transform * translate(0'f, 1'f * dt, 0'f)
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74 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0:
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75 player.transform = player.transform * translate(0'f, -1'f * dt, 0'f)
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77 # bounce level
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78 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0]
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79 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1]
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80 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1]
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81
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82 ball.transform = ball.transform * translate(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32)
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83
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84 # loose
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85 if ball.transform.col(3).x - ballSize/2 <= 0:
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86 ball.transform = scale(ballSize, ballSize, 1'f) * translate(30'f, 30'f, 0'f)
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87 ballVelocity = newVec2f(1, 1).normalized * ballSpeed
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88
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89 # bar
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90 if ball.transform.col(3).x - ballSize/2 <= barWidth:
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91 let
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92 barTop = player.transform.col(3).y - barSize/2
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93 barBottom = player.transform.col(3).y + barSize/2
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94 ballTop = ball.transform.col(3).y - ballSize/2
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95 ballBottom = ball.transform.col(3).y + ballSize/2
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96 if ballTop >= barTop and ballBottom <= barBottom:
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97 ballVelocity[0] = abs(ballVelocity[0])
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98
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99 myengine.renderScene(level)