annotate examples/E10_pong.nim @ 780:f68e88237c95

fix: gltf import transform
author Sam <sam@basx.dev>
date Sun, 13 Aug 2023 00:19:37 +0700
parents 754835bf175e
children 887ddc8d45fd
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1 import std/times
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2
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3 import ../src/semicongine
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4
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5 let
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6 barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex()
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7 barSize = 0.1'f
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8 barWidth = 0.01'f
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9 ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex()
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10 ballSize = 0.01'f
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11 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2)
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12 ballSpeed = 60'f
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13
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14 var
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15 level: Scene
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16 ballVelocity = newVec2f(1, 1).normalized * ballSpeed
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17
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18 when isMainModule:
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19 var myengine = initEngine("Pong")
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20 level = newScene("scene", newEntity("Level"))
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21 var playerbarmesh = rect(color=barcolor)
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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)
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24 var player = newEntity("player", [], playerbar)
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25 player.transform = translate3d(0'f, 0.3'f, 0'f)
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26 level.root.add player
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27
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28 var ballmesh = circle(color=ballcolor)
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29 var ball = newEntity("ball", {"mesh": Component(ballmesh)})
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30 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f)
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31 level.root.add ball
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33 const
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34 inputs = @[
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35 attr[Vec3f]("position"),
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36 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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37 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
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38 ]
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39 intermediate = @[attr[Vec4f]("outcolor")]
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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,
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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;",
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49 )
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50
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51 # set up rendering
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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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56 var
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57 winsize = myengine.getWindow().size
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58 height = float32(winsize[1]) / float32(winsize[0])
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59 width = 1'f
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60 currentTime = cpuTime()
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61 showSystemCursor = true
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62 fullscreen = false
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63 while myengine.updateInputs() == Running and not myengine.keyIsDown(Escape):
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64 if myengine.keyWasPressed(C):
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65 if showSystemCursor:
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66 myengine.hideSystemCursor()
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67 else:
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68 myengine.showSystemCursor()
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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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72 myengine.fullscreen(fullscreen)
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73
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74 let dt: float32 = cpuTime() - currentTime
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75 currentTime = cpuTime()
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76 if myengine.windowWasResized():
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77 winsize = myengine.getWindow().size
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78 height = float32(winsize[1]) / float32(winsize[0])
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79 width = 1'f
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80 setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1))
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81 var player = level.root.firstWithName("player")
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82 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height:
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83 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f)
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84 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0:
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85 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f)
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86
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87 # bounce level
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88 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0]
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89 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1]
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90 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1]
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91
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92 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32)
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93
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94 # loose
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95 if ball.transform.col(3).x - ballSize/2 <= 0:
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96 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(30'f, 30'f, 0'f)
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97 ballVelocity = newVec2f(1, 1).normalized * ballSpeed
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98
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99 # bar
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100 if ball.transform.col(3).x - ballSize/2 <= barWidth:
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101 let
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102 barTop = player.transform.col(3).y - barSize/2
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103 barBottom = player.transform.col(3).y + barSize/2
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104 ballTop = ball.transform.col(3).y - ballSize/2
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105 ballBottom = ball.transform.col(3).y + ballSize/2
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106 if ballTop >= barTop and ballBottom <= barBottom:
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107 ballVelocity[0] = abs(ballVelocity[0])
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108
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109 myengine.renderScene(level)