annotate examples/E04_input.nim @ 145:a4e6e76128e6

add: upgrade all simple examples to new engine version
author Sam <sam@basx.dev>
date Wed, 26 Apr 2023 02:15:43 +0700
parents 8ce634aa6ea6
children 253dd797e719
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1 import std/enumerate
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2 import std/strutils
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3 import std/typetraits
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4 import std/times
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5 import std/math
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6
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7 import semicongine
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9 const
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10 arrow = @[
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11 newVec3f(-1, -1),
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12 newVec3f(1, -1),
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13 newVec3f(-0.3, -0.3),
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14 newVec3f(-0.3, -0.3),
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15 newVec3f(-1, 1),
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16 newVec3f(-1, -1),
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17 ]
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18 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces
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19 keyrows = (
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20 [1.0, -0.6, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.1, 1.0, 1.0, 1.0],
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21 [1.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.8, -0.1, 1.0, 1.0, 1.0],
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22 [1.8, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.5, 1.0, 1.0, 1.0],
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23 [2.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],
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24 [2.6, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 2.8, -1.3, 1.0],
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25 [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0],
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26 )
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27 keyDimension = 50'f32
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28 keyGap = 10'f32
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29 backgroundColor = newVec3f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471)
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30 baseColor = newVec3f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118'f32)
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31 activeColor = newVec3f(0.6509803921568628'f32, 0.22745098039215686, 0.3137254901960784'f32)
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32 arrow_colors = @[
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33 baseColor * 0.9'f32,
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34 baseColor * 0.9'f32,
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35 baseColor * 0.9'f32,
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36 baseColor * 0.8'f32,
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37 baseColor * 0.8'f32,
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38 baseColor * 0.8'f32,
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39 ]
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40 keyIndices = [
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41 Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PrintScreen,
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42 ScrollLock, Pause,
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44 NumberRowExtra1, `1`, `2`, `3`, `4`, `5`, `6`, `7`, `8`, `9`, `0`,
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45
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46 NumberRowExtra2, NumberRowExtra3, Backspace, Insert, Home, PageUp,
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47 Tab, Q, W, Key.E, R, T, Key.Y, U, I, O, P, LetterRow1Extra1,
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48 LetterRow1Extra2, Delete, End, PageDown,
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49
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50 CapsLock, A, S, D, F, G, H, J, K, L, LetterRow2Extra1, LetterRow2Extra2,
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51 LetterRow2Extra3, Enter,
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52
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53 ShiftL, Key.Z, Key.X, C, V, B, N, M, LetterRow3Extra1, LetterRow3Extra2,
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54 LetterRow3Extra3, ShiftR, Up,
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55
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56 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right
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57 ]
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59 # build keyboard and cursor meshes
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60 var
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61 scene: Entity
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62 keyvertexpos: seq[Vec3f]
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63 keyvertexcolor: seq[Vec3f]
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64 keymeshindices: seq[array[3, uint16]]
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65 rowpos = newVec2f(0, 0)
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66 i = 0'u16
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67 firstRow = true
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68 rowWidth = 0'f32
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69 for row in keyrows.fields:
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70 for key in row:
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71 let keySpace = float32(keyDimension * key)
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72 if key > 0:
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73 if keyIndices[i div 4] == Enter:
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74 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] - keyDimension - keyGap)
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75 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] - keyDimension - keyGap)
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76 else:
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77 keyvertexpos.add newVec3f(rowpos[0], rowpos[1])
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78 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1])
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79 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] + keyDimension)
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80 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] + keyDimension)
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81 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor]
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82 keymeshindices.add [i, i + 1, i + 2]
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83 keymeshindices.add [i + 2, i + 3, i]
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84 rowpos[0] += keySpace + keyGap
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85 i += 4
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86 else:
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87 rowpos[0] += -keySpace + keyGap
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88 if firstRow:
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89 rowWidth = rowpos[0]
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90 rowpos[0] = 0
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91 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32)
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92 firstRow = false
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95 when isMainModule:
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96 var myengine = initEngine("Input")
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98 # transform the cursor a bit to make it look nice
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99 let cursorscale = (
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100 scale2d(20'f32, 20'f32) *
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101 translate2d(1'f32, 1'f32) *
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102 rotate2d(-float32(PI) / 4'f32) *
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103 scale2d(0.5'f32, 1'f32) *
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104 rotate2d(float32(PI) / 4'f32)
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105 )
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106 var positions = arrow
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107 for i in 0 ..< positions.len:
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108 positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y)
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109
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110 # define mesh objects
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111 var
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112 cursormesh = newMesh(
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113 positions=positions,
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114 colors=arrow_colors,
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115 instanceCount=1,
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116 )
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117 keyboardmesh = newMesh(
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118 positions=keyvertexpos,
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119 colors=keyvertexcolor,
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120 indices=keymeshindices
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121 )
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122 backgroundmesh = newMesh(
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123 positions= @[
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124 newVec3f(0'f32, 0'f32),
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125 newVec3f(1'f32, 0'f32),
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126 newVec3f(1'f32, 1'f32),
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127 newVec3f(0'f32, 1'f32),
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128 ],
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129 colors= @[
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130 backgroundColor,
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131 backgroundColor,
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132 backgroundColor,
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133 backgroundColor,
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134 ],
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135 indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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136 )
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137
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138 backgroundmesh.setInstanceData("transform", @[Unit4f32])
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139 keyboardmesh.setInstanceData("transform", @[Unit4f32])
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140 cursormesh.setInstanceData("transform", @[Unit4f32])
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141
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142 # define mesh objects
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143 scene = newEntity("scene")
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144 scene.add newEntity("background", backgroundmesh)
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145 let keyboard = newEntity("keyboard", keyboardmesh)
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146 keyboard.transform = translate3d(
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147 -float32(rowWidth) / 2'f32,
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148 -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32,
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149 0'f32
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150 )
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151 scene.add newEntity("keyboard-center", keyboard)
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152 scene.add newEntity("cursor", cursormesh)
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153
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154 # shaders
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155 const
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156 vertexInput = @[
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157 attr[Vec3f]("position", memoryLocation=VRAM),
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158 attr[Vec3f]("color", memoryLocation=VRAMVisible),
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159 attr[Mat4]("transform", memoryLocation=VRAMVisible, perInstance=true),
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160 ]
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161 vertexOutput = @[attr[Vec3f]("outcolor")]
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162 uniforms = @[attr[Mat4]("projection")]
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163 fragOutput = @[attr[Vec4f]("color")]
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164 vertexCode = compileGlslShader(
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165 stage=VK_SHADER_STAGE_VERTEX_BIT,
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166 inputs=vertexInput,
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167 uniforms=uniforms,
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168 outputs=vertexOutput,
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169 main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);"""
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170 )
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171 fragmentCode = compileGlslShader(
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172 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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173 inputs=vertexOutput,
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174 uniforms=uniforms,
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175 outputs=fragOutput,
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176 main="color = vec4(outcolor, 1);"
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177 )
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178
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179 # set up rendering
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180 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5)))
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181 myengine.addScene(scene, vertexInput, transformAttribute="transform")
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182 var projection = initShaderGlobal("projection", Unit4f32)
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183 scene.add projection
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184
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185 # mainloop
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186 while myengine.updateInputs() == Running:
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187 if myengine.windowWasResized():
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188 setValue[Mat4](projection.value, ortho[float32](
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189 0'f32, float32(myengine.getWindow().size[0]),
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190 0'f32, float32(myengine.getWindow().size[1]),
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191 0'f32, 1'f32,
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192 ))
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193 let
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194 winsize = myengine.getWindow().size
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195 center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32)
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196 scene.firstWithName("keyboard-center").transform = center
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197 scene.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32)
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198
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199 let mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32)
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200 scene.firstWithName("cursor").transform = mousePos
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201
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202 var mesh = Mesh(scene.firstWithName("keyboard").components[0])
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203 for (index, key) in enumerate(keyIndices):
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204 if myengine.keyWasPressed(key):
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205 let baseIndex = uint32(index * 4)
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206 mesh.updateMeshData("color", baseIndex + 0, activeColor)
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207 mesh.updateMeshData("color", baseIndex + 1, activeColor)
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208 mesh.updateMeshData("color", baseIndex + 2, activeColor)
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209 mesh.updateMeshData("color", baseIndex + 3, activeColor)
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210 if myengine.keyWasReleased(key):
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211 let baseIndex = uint32(index * 4)
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212 mesh.updateMeshData("color", baseIndex + 0, baseColor)
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213 mesh.updateMeshData("color", baseIndex + 1, baseColor)
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214 mesh.updateMeshData("color", baseIndex + 2, baseColor)
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215 mesh.updateMeshData("color", baseIndex + 3, baseColor)
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216
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217 myengine.renderScene(scene)
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218
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219 myengine.destroy()