Mercurial > games > semicongine
annotate examples/input.nim @ 59:d7d9420ba675
did: use new vector and matrix names for simpler code
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 16:53:37 +0700 |
parents | 8287a91e5d56 |
children | c57285d292b6 |
rev | line source |
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1 import std/times |
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2 import std/strutils |
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3 import std/enumerate |
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4 |
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5 import semicongine |
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6 |
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7 type |
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8 # define type of vertex |
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9 VertexDataA = object |
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10 position: PositionAttribute[Vec2] |
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11 color: ColorAttribute[Vec3] |
57 | 12 iscursor: GenericAttribute[int32] |
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13 Uniforms = object |
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14 projection: Descriptor[Mat44] |
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15 cursor: Descriptor[Vec2] |
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16 |
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17 var |
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18 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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19 uniforms: Uniforms |
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20 |
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21 |
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22 proc globalUpdate(engine: var Engine, dt: float32) = |
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23 uniforms.cursor.value[0] = float32(engine.input.mouseX) |
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24 uniforms.cursor.value[1] = float32(engine.input.mouseY) |
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25 uniforms.projection.value = ortho[float32]( |
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26 0'f32, float32(engine.vulkan.frameDimension.width), |
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27 0'f32, float32(engine.vulkan.frameDimension.height), |
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28 0'f32, 1'f32, |
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29 ) |
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30 echo uniforms.projection.value |
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31 # echo uniforms.projection |
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32 for buffer in pipeline.uniformBuffers: |
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33 buffer.updateData(uniforms) |
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34 |
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35 # vertex data (types must match the above VertexAttributes) |
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36 const |
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37 shape = @[ |
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38 Vec2([- 1'f32, - 1'f32]), |
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39 Vec2([ 1'f32, - 1'f32]), |
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40 Vec2([-0.3'f32, -0.3'f32]), |
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41 Vec2([-0.3'f32, -0.3'f32]), |
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42 Vec2([- 1'f32, 1'f32]), |
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43 Vec2([- 1'f32, - 1'f32]), |
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44 ] |
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45 colors = @[ |
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46 Vec3([1'f32, 0'f32, 0'f32]), |
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47 Vec3([1'f32, 0'f32, 0'f32]), |
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48 Vec3([1'f32, 0'f32, 0'f32]), |
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49 Vec3([0.8'f32, 0'f32, 0'f32]), |
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50 Vec3([0.8'f32, 0'f32, 0'f32]), |
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51 Vec3([0.8'f32, 0'f32, 0'f32]), |
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52 ] |
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53 |
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54 when isMainModule: |
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55 var myengine = igniteEngine("Input") |
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56 |
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57 # build a single-object scene graph |
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58 var cursor = new Thing |
57 | 59 var cursormesh = new Mesh[VertexDataA] |
60 cursormesh.vertexData = VertexDataA( | |
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61 position: PositionAttribute[Vec2](data: shape), |
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62 color: ColorAttribute[Vec3](data: colors), |
57 | 63 iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), |
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64 ) |
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65 # transform the cursor a bit to make it look nice |
57 | 66 for i in 0 ..< cursormesh.vertexData.position.data.len: |
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67 let cursorscale = ( |
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68 scale2d(20'f32, 20'f32) * |
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69 translate2d(1'f32, 1'f32) * |
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70 rotate2d(-float32(PI) / 4'f32) * |
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71 scale2d(0.5'f32, 1'f32) * |
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72 rotate2d(float32(PI) / 4'f32) |
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73 ) |
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74 let pos = Vec3([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 1'f32]) |
57 | 75 cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy |
76 cursor.parts.add cursormesh | |
77 | |
78 var box = new Thing | |
79 var boxmesh = new Mesh[VertexDataA] | |
80 boxmesh.vertexData = VertexDataA( | |
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81 position: PositionAttribute[Vec2](data: shape), |
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82 color: ColorAttribute[Vec3](data: colors), |
57 | 83 iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), |
84 ) | |
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85 |
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86 var scene = new Thing |
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87 scene.children.add cursor |
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88 |
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89 # upload data, prepare shaders, etc |
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90 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
57 | 91 out_position = uniforms.projection * vec4(in_position + (uniforms.cursor * iscursor), 0, 1); |
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92 """) |
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93 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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94 echo vertexShader |
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95 echo fragmentShader |
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96 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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97 myengine, |
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98 scene, |
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99 vertexShader, |
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100 fragmentShader |
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101 ) |
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102 # show something |
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103 myengine.run(pipeline, globalUpdate) |
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104 pipeline.trash() |
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105 myengine.trash() |