Mercurial > games > semicongine
annotate examples/input.nim @ 60:c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
author | Sam <sam@basx.dev> |
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date | Sun, 22 Jan 2023 22:46:53 +0700 |
parents | d7d9420ba675 |
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rev | line source |
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1 import std/strutils |
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2 import std/times |
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3 |
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4 import semicongine |
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5 |
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6 type |
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7 # define type of vertex |
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8 VertexDataA = object |
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9 position: PositionAttribute[Vec2] |
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10 color: ColorAttribute[Vec3] |
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11 # transform: ModelTransformAttribute |
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12 # TODO: make this somehow a single vertex attribute |
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13 m1: GenericInstanceAttribute[Vec4] |
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14 m2: GenericInstanceAttribute[Vec4] |
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15 m3: GenericInstanceAttribute[Vec4] |
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16 m4: GenericInstanceAttribute[Vec4] |
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17 Uniforms = object |
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18 projection: Descriptor[Mat44] |
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19 cursor: Descriptor[Vec2] |
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20 |
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21 var |
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22 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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23 uniforms: Uniforms |
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24 scene: Thing |
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25 time: float |
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26 |
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27 |
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28 proc globalUpdate(engine: var Engine, dt: float32) = |
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29 time += dt |
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30 uniforms.cursor.value = engine.input.mousePos |
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31 uniforms.projection.value = ortho[float32]( |
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32 0'f32, float32(engine.vulkan.frameSize.x), |
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33 0'f32, float32(engine.vulkan.frameSize.y), |
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34 0'f32, 1'f32, |
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35 ) |
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36 engine.vulkan.device.updateUniformData(pipeline, uniforms) |
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37 |
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38 let cursor = firstPartWithName[Mesh[VertexDataA]](scene, "cursor") |
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39 if cursor != nil: |
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40 for c in cursor.vertexData.color.data.mitems: |
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41 c[1] = (sin(time * 8) * 0.5 + 0.5) * 0.2 |
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42 c[2] = (sin(time * 8) * 0.5 + 0.5) * 0.2 |
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43 engine.vulkan.device.updateVertexData(cursor.vertexData.color) |
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44 var trans = Unit44 * translate3d(engine.input.mousePos.x, |
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45 engine.input.mousePos.y, 0'f32) |
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46 cursor.vertexData.m1.data = @[trans.col(0)] |
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47 cursor.vertexData.m2.data = @[trans.col(1)] |
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48 cursor.vertexData.m3.data = @[trans.col(2)] |
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49 cursor.vertexData.m4.data = @[trans.col(3)] |
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50 engine.vulkan.device.updateVertexData(cursor.vertexData.m1) |
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51 engine.vulkan.device.updateVertexData(cursor.vertexData.m2) |
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52 engine.vulkan.device.updateVertexData(cursor.vertexData.m3) |
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53 engine.vulkan.device.updateVertexData(cursor.vertexData.m4) |
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54 |
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55 |
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56 const |
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57 shape = @[ |
60
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58 Vec2([ - 1'f32, - 1'f32]), |
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59 Vec2([1'f32, - 1'f32]), |
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60 Vec2([-0.3'f32, -0.3'f32]), |
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61 Vec2([-0.3'f32, -0.3'f32]), |
60
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62 Vec2([ - 1'f32, 1'f32]), |
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63 Vec2([ - 1'f32, - 1'f32]), |
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64 ] |
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65 colors = @[ |
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66 Vec3([1'f32, 0'f32, 0'f32]), |
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67 Vec3([1'f32, 0'f32, 0'f32]), |
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68 Vec3([1'f32, 0'f32, 0'f32]), |
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69 Vec3([0.8'f32, 0'f32, 0'f32]), |
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70 Vec3([0.8'f32, 0'f32, 0'f32]), |
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71 Vec3([0.8'f32, 0'f32, 0'f32]), |
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72 ] |
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73 |
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74 when isMainModule: |
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75 var myengine = igniteEngine("Input") |
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76 |
57 | 77 var cursormesh = new Mesh[VertexDataA] |
78 cursormesh.vertexData = VertexDataA( | |
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79 position: PositionAttribute[Vec2](data: shape, useOnDeviceMemory: true), |
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80 color: ColorAttribute[Vec3](data: colors), |
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81 # transform: ModelTransformAttribute(data: @[Unit44]), |
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82 m1: GenericInstanceAttribute[Vec4](data: @[Unit44.row(0)]), |
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83 m2: GenericInstanceAttribute[Vec4](data: @[Unit44.row(1)]), |
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84 m3: GenericInstanceAttribute[Vec4](data: @[Unit44.row(2)]), |
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85 m4: GenericInstanceAttribute[Vec4](data: @[Unit44.row(3)]), |
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86 ) |
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87 # transform the cursor a bit to make it look nice |
57 | 88 for i in 0 ..< cursormesh.vertexData.position.data.len: |
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89 let cursorscale = ( |
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90 scale2d(20'f32, 20'f32) * |
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91 translate2d(1'f32, 1'f32) * |
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92 rotate2d(-float32(PI) / 4'f32) * |
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93 scale2d(0.5'f32, 1'f32) * |
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94 rotate2d(float32(PI) / 4'f32) |
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95 ) |
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96 let pos = Vec3([cursormesh.vertexData.position.data[i][0], |
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97 cursormesh.vertexData.position.data[i][1], 1'f32]) |
57 | 98 cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy |
99 | |
100 var boxmesh = new Mesh[VertexDataA] | |
101 boxmesh.vertexData = VertexDataA( | |
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102 position: PositionAttribute[Vec2](data: shape), |
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103 color: ColorAttribute[Vec3](data: colors), |
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104 # transform: ModelTransformAttribute(data: @[Unit44]), |
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105 m1: GenericInstanceAttribute[Vec4](data: @[Unit44.row(0)]), |
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106 m2: GenericInstanceAttribute[Vec4](data: @[Unit44.row(1)]), |
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107 m3: GenericInstanceAttribute[Vec4](data: @[Unit44.row(2)]), |
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108 m4: GenericInstanceAttribute[Vec4](data: @[Unit44.row(3)]), |
57 | 109 ) |
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110 for i in 0 ..< boxmesh.vertexData.position.data.len: |
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111 let boxscale = translate2d(100'f32, 100'f32) * scale2d(100'f32, 100'f32) |
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112 let pos = Vec3([boxmesh.vertexData.position.data[i][0], |
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113 boxmesh.vertexData.position.data[i][1], 1'f32]) |
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114 boxmesh.vertexData.position.data[i] = (boxscale * pos).xy |
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115 echo boxmesh.vertexData.position.data |
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116 |
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117 scene = newThing("scene") |
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118 scene.add newThing("cursor", cursormesh) |
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119 scene.add newThing("a box", boxmesh, newTransform(Unit44), newTransform( |
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120 translate3d(1'f32, 0'f32, 0'f32))) |
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121 scene.add newTransform(scale3d(1.5'f32, 1.5'f32, 1.5'f32)) |
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122 |
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123 # upload data, prepare shaders, etc |
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124 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
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125 mat4 mat = mat4(m1, m2, m3, m4); |
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126 out_position = uniforms.projection * mat * vec4(position, 0, 1); |
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127 """) |
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128 echo vertexShader |
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129 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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130 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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131 myengine, |
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132 scene, |
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133 vertexShader, |
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134 fragmentShader |
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135 ) |
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136 # show something |
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137 myengine.run(pipeline, globalUpdate) |
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138 pipeline.trash() |
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139 myengine.trash() |