annotate examples/E04_input.nim @ 782:b6950ea89b37

did next step in renderpipeline-refactoring, using shaderconfiguration objects instead for less ambigious shader-pipeline configuration
author Sam <sam@basx.dev>
date Tue, 15 Aug 2023 23:51:37 +0700
parents 754835bf175e
children 812b5e28f441
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1 import std/enumerate
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2 import std/typetraits
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3 import std/math
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4
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5 import ../src/semicongine
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6
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7 const
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8 arrow = @[
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9 newVec3f(-1, -1),
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10 newVec3f(1, -1),
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11 newVec3f(-0.3, -0.3),
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12 newVec3f(-0.3, -0.3),
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13 newVec3f(-1, 1),
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14 newVec3f(-1, -1),
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15 ]
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16 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces
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17 keyrows = (
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18 [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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19 [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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20 [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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21 [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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22 [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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23 [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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24 )
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25 keyDimension = 50'f32
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26 keyGap = 10'f32
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27 backgroundColor = newVec4f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471, 1)
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28 baseColor = newVec4f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118, 1)
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29 activeColor = newVec4f(0.6509803921568628, 0.22745098039215686, 0.3137254901960784, 1)
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30 arrow_colors = @[
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31 baseColor * 0.9'f32,
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32 baseColor * 0.9'f32,
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33 baseColor * 0.9'f32,
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34 baseColor * 0.8'f32,
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35 baseColor * 0.8'f32,
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36 baseColor * 0.8'f32,
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37 ]
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38 keyIndices = [
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39 Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PrintScreen,
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40 ScrollLock, Pause,
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41
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42 NumberRowExtra1, `1`, `2`, `3`, `4`, `5`, `6`, `7`, `8`, `9`, `0`,
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43
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44 NumberRowExtra2, NumberRowExtra3, Backspace, Insert, Home, PageUp,
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45 Tab, Q, W, Key.E, R, T, Key.Y, U, I, O, P, LetterRow1Extra1,
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46 LetterRow1Extra2, Delete, End, PageDown,
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47
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48 CapsLock, A, S, D, F, G, H, J, K, L, LetterRow2Extra1, LetterRow2Extra2,
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49 LetterRow2Extra3, Enter,
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50
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51 ShiftL, Key.Z, Key.X, C, V, B, N, M, LetterRow3Extra1, LetterRow3Extra2,
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52 LetterRow3Extra3, ShiftR, Up,
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53
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54 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right
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55 ]
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56
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57 # build keyboard and cursor meshes
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58 var
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59 scene: Scene
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60 keyvertexpos: seq[Vec3f]
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61 keyvertexcolor: seq[Vec4f]
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62 keymeshindices: seq[array[3, uint16]]
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63 rowpos = newVec2f(0, 0)
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64 i = 0'u16
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65 firstRow = true
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66 rowWidth = 0'f32
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67 for row in keyrows.fields:
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68 for key in row:
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69 let keySpace = float32(keyDimension * key)
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70 if key > 0:
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71 if keyIndices[i div 4] == Enter:
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72 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] - keyDimension - keyGap)
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73 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] - keyDimension - keyGap)
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74 else:
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75 keyvertexpos.add newVec3f(rowpos[0], rowpos[1])
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76 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1])
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77 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] + keyDimension)
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78 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] + keyDimension)
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79 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor]
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80 keymeshindices.add [i, i + 1, i + 2]
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81 keymeshindices.add [i + 2, i + 3, i]
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82 rowpos[0] += keySpace + keyGap
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83 i += 4
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84 else:
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85 rowpos[0] += -keySpace + keyGap
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86 if firstRow:
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87 rowWidth = rowpos[0]
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88 rowpos[0] = 0
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89 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32)
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90 firstRow = false
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92
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93 when isMainModule:
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94 var myengine = initEngine("Input")
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96 # transform the cursor a bit to make it look nice
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97 let cursorscale = (
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98 scale2d(20'f32, 20'f32) *
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99 translate2d(1'f32, 1'f32) *
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100 rotate2d(-float32(PI) / 4'f32) *
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101 scale2d(0.5'f32, 1'f32) *
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102 rotate2d(float32(PI) / 4'f32)
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103 )
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104 var positions = arrow
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105 for i in 0 ..< positions.len:
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106 positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y)
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107
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108 # define mesh objects
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109 var
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110 cursormesh = newMesh(
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111 positions=positions,
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112 colors=arrow_colors,
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113 instanceCount=1,
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114 )
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115 keyboardmesh = newMesh(
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116 positions=keyvertexpos,
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117 colors=keyvertexcolor,
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118 indices=keymeshindices
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119 )
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120 backgroundmesh = newMesh(
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121 positions= @[
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122 newVec3f(0'f32, 0'f32),
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123 newVec3f(1'f32, 0'f32),
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124 newVec3f(1'f32, 1'f32),
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125 newVec3f(0'f32, 1'f32),
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126 ],
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127 colors= @[
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128 backgroundColor,
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129 backgroundColor,
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130 backgroundColor,
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131 backgroundColor,
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132 ],
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133 indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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134 )
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135
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136 # define mesh objects
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137 scene = newScene("scene", newEntity("scene"))
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138 scene.root.add newEntity("background", {"mesh": Component(backgroundmesh)})
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139 let keyboard = newEntity("keyboard", {"mesh": Component(keyboardmesh)})
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140 keyboard.transform = translate3d(
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141 -float32(rowWidth) / 2'f32,
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142 -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32,
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143 0'f32
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144 )
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145 scene.root.add newEntity("keyboard-center", [], keyboard)
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146 scene.root.add newEntity("cursor", {"mesh": Component(cursormesh)})
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147
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148 # shaders
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149 const
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150 inputs = @[
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151 attr[Vec3f]("position"),
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152 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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153 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
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154 ]
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155 intermediate = @[attr[Vec4f]("outcolor")]
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156 uniforms = @[attr[Mat4]("projection")]
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157 outputs = @[attr[Vec4f]("color")]
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158 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet(
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159 inputs=inputs,
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160 intermediate=intermediate,
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161 outputs=outputs,
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162 uniforms=uniforms,
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163 vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""",
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164 fragmentCode="color = outcolor;",
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165 )
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166
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167 # set up rendering
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168 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5)))
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169 myengine.addScene(scene, inputs, @[], transformAttribute="transform")
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170 scene.addShaderGlobal("projection", Unit4f32)
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171
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172 # mainloop
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173 while myengine.updateInputs() == Running:
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174 if myengine.windowWasResized():
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175 setShaderGlobal(scene, "projection",
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176 ortho(
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177 0, float32(myengine.getWindow().size[0]),
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178 0, float32(myengine.getWindow().size[1]),
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179 0, 1,
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180 )
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181 )
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182 let
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183 winsize = myengine.getWindow().size
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184 center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32)
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185 scene.root.firstWithName("keyboard-center").transform = center
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186 scene.root.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32)
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187
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188 let mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32)
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189 scene.root.firstWithName("cursor").transform = mousePos
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190
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191 var mesh = Mesh(scene.root.firstWithName("keyboard")["mesh"])
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192 for (index, key) in enumerate(keyIndices):
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193 if myengine.keyWasPressed(key):
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194 let baseIndex = uint32(index * 4)
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195 mesh.updateMeshData("color", baseIndex + 0, activeColor)
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196 mesh.updateMeshData("color", baseIndex + 1, activeColor)
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197 mesh.updateMeshData("color", baseIndex + 2, activeColor)
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198 mesh.updateMeshData("color", baseIndex + 3, activeColor)
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199 if myengine.keyWasReleased(key):
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200 let baseIndex = uint32(index * 4)
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201 mesh.updateMeshData("color", baseIndex + 0, baseColor)
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202 mesh.updateMeshData("color", baseIndex + 1, baseColor)
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203 mesh.updateMeshData("color", baseIndex + 2, baseColor)
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204 mesh.updateMeshData("color", baseIndex + 3, baseColor)
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205
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206 myengine.renderScene(scene)
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207
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208 myengine.destroy()