Mercurial > games > semicongine
annotate examples/E10_pong.nim @ 316:b145a05c2459
add: changing rendering system, not finished yet, also upgrading to Nim 2
| author | Sam <sam@basx.dev> |
|---|---|
| date | Mon, 07 Aug 2023 00:23:00 +0700 |
| parents | da0bd61abe91 |
| children | 887ddc8d45fd |
| rev | line source |
|---|---|
| 146 | 1 import std/times |
| 2 | |
| 271 | 3 import ../src/semicongine |
| 74 | 4 |
| 146 | 5 let |
| 210 | 6 barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex() |
| 74 | 7 barSize = 0.1'f |
| 8 barWidth = 0.01'f | |
| 210 | 9 ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex() |
| 74 | 10 ballSize = 0.01'f |
| 146 | 11 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) |
| 77 | 12 ballSpeed = 60'f |
| 74 | 13 |
| 14 var | |
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15 level: Scene |
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16 ballVelocity = newVec2f(1, 1).normalized * ballSpeed |
| 74 | 17 |
| 18 when isMainModule: | |
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19 var myengine = initEngine("Pong") |
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20 level = newScene("scene", newEntity("Level")) |
| 146 | 21 var playerbarmesh = rect(color=barcolor) |
| 302 | 22 var playerbar = newEntity("playerbar", {"mesh": Component(playerbarmesh)}) |
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23 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) |
| 302 | 24 var player = newEntity("player", [], playerbar) |
| 74 | 25 player.transform = translate3d(0'f, 0.3'f, 0'f) |
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26 level.root.add player |
| 74 | 27 |
| 146 | 28 var ballmesh = circle(color=ballcolor) |
| 302 | 29 var ball = newEntity("ball", {"mesh": Component(ballmesh)}) |
| 74 | 30 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) |
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31 level.root.add ball |
| 74 | 32 |
| 146 | 33 const |
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34 inputs = @[ |
| 156 | 35 attr[Vec3f]("position"), |
| 210 | 36 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
| 156 | 37 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), |
| 146 | 38 ] |
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39 intermediate = @[attr[Vec4f]("outcolor")] |
| 146 | 40 uniforms = @[attr[Mat4]("projection")] |
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41 outputs = @[attr[Vec4f]("color")] |
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42 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( |
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43 inputs=inputs, |
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44 intermediate=intermediate, |
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45 outputs=outputs, |
| 146 | 46 uniforms=uniforms, |
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47 vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", |
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48 fragmentCode="color = outcolor;", |
| 146 | 49 ) |
| 50 | |
| 51 # set up rendering | |
| 52 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) | |
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53 myengine.addScene(level, inputs, @[], transformAttribute="transform") |
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54 level.addShaderGlobal("projection", Unit4f32) |
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55 |
| 146 | 56 var |
| 57 winsize = myengine.getWindow().size | |
| 58 height = float32(winsize[1]) / float32(winsize[0]) | |
| 59 width = 1'f | |
| 60 currentTime = cpuTime() | |
| 165 | 61 showSystemCursor = true |
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62 fullscreen = false |
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63 while myengine.updateInputs() == Running and not myengine.keyIsDown(Escape): |
| 165 | 64 if myengine.keyWasPressed(C): |
| 65 if showSystemCursor: | |
| 66 myengine.hideSystemCursor() | |
| 67 else: | |
| 68 myengine.showSystemCursor() | |
| 69 showSystemCursor = not showSystemCursor | |
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70 if myengine.keyWasPressed(F): |
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71 fullscreen = not fullscreen |
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parents:
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72 myengine.fullscreen(fullscreen) |
| 165 | 73 |
| 146 | 74 let dt: float32 = cpuTime() - currentTime |
| 75 currentTime = cpuTime() | |
| 76 if myengine.windowWasResized(): | |
| 77 winsize = myengine.getWindow().size | |
| 78 height = float32(winsize[1]) / float32(winsize[0]) | |
| 79 width = 1'f | |
| 248 | 80 setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1)) |
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parents:
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changeset
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81 var player = level.root.firstWithName("player") |
| 146 | 82 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: |
| 83 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) | |
| 84 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: | |
| 85 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) | |
| 86 | |
| 87 # bounce level | |
| 88 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] | |
| 89 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] | |
| 90 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] | |
| 91 | |
| 92 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) | |
| 93 | |
| 94 # loose | |
| 95 if ball.transform.col(3).x - ballSize/2 <= 0: | |
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5b0e27e448cb
add: support for showing/hiding cursur, X11 fullscreen (win32 still missing)
Sam <sam@basx.dev>
parents:
165
diff
changeset
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96 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(30'f, 30'f, 0'f) |
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5b0e27e448cb
add: support for showing/hiding cursur, X11 fullscreen (win32 still missing)
Sam <sam@basx.dev>
parents:
165
diff
changeset
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97 ballVelocity = newVec2f(1, 1).normalized * ballSpeed |
| 146 | 98 |
| 99 # bar | |
| 100 if ball.transform.col(3).x - ballSize/2 <= barWidth: | |
| 101 let | |
| 102 barTop = player.transform.col(3).y - barSize/2 | |
| 103 barBottom = player.transform.col(3).y + barSize/2 | |
| 104 ballTop = ball.transform.col(3).y - ballSize/2 | |
| 105 ballBottom = ball.transform.col(3).y + ballSize/2 | |
| 106 if ballTop >= barTop and ballBottom <= barBottom: | |
| 107 ballVelocity[0] = abs(ballVelocity[0]) | |
| 108 | |
| 109 myengine.renderScene(level) |
