annotate examples/E10_pong.nim @ 617:f7e7af33e9ee

did: refactor memory selection
author Sam <sam@basx.dev>
date Sat, 29 Apr 2023 16:50:43 +0700
parents 64eb53f81cf6
children 25d97fa0ad5c
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1 import std/times
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2
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3 import semicongine
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4
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5 let
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6 barcolor = hexToColor("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 = hexToColor("B17F08").gamma(2.2).colorToHex()
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10 levelRatio = 1
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11 ballSize = 0.01'f
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12 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2)
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13 ballSpeed = 60'f
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14
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15 var
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16 level: Entity
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17 ballVelocity = newVec2f(1, 1).normalized * ballSpeed
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18
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19 when isMainModule:
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20 var myengine = initEngine("Pong")
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21 level = newEntity("Level")
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22 var playerbarmesh = rect(color=barcolor)
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23 var playerbar = newEntity("playerbar", playerbarmesh)
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24 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f)
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25 var player = newEntity("player", playerbar)
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26 player.transform = translate3d(0'f, 0.3'f, 0'f)
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27 level.add player
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28
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29 var ballmesh = circle(color=ballcolor)
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30 var ball = newEntity("ball", ballmesh)
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31 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f)
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32 level.add ball
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33
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34 const
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35 vertexInput = @[
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36 attr[Vec3f]("position"),
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37 attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite),
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38 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
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39 ]
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40 vertexOutput = @[attr[Vec3f]("outcolor")]
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41 uniforms = @[attr[Mat4]("projection")]
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42 fragOutput = @[attr[Vec4f]("color")]
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43 vertexCode = compileGlslShader(
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44 stage=VK_SHADER_STAGE_VERTEX_BIT,
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45 inputs=vertexInput,
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46 uniforms=uniforms,
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47 outputs=vertexOutput,
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48 main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);"""
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49 )
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50 fragmentCode = compileGlslShader(
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51 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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52 inputs=vertexOutput,
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53 uniforms=uniforms,
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54 outputs=fragOutput,
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55 main="color = vec4(outcolor, 1);"
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56 )
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57
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58 # set up rendering
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59 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor))
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60 myengine.addScene(level, vertexInput, transformAttribute="transform")
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61 var projection = initShaderGlobal("projection", Unit4f32)
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62 level.add projection
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64 var
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65 winsize = myengine.getWindow().size
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66 height = float32(winsize[1]) / float32(winsize[0])
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67 width = 1'f
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68 currentTime = cpuTime()
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69 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape):
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70 let dt: float32 = cpuTime() - currentTime
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71 currentTime = cpuTime()
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72 if myengine.windowWasResized():
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73 winsize = myengine.getWindow().size
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74 height = float32(winsize[1]) / float32(winsize[0])
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75 width = 1'f
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76 setValue[Mat4](projection.value, ortho[float32](0'f, width, 0'f, height, 0'f, 1'f))
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77 var player = level.firstWithName("player")
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78 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height:
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79 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f)
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80 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0:
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81 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f)
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82
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83 # bounce level
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84 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0]
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85 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1]
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86 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1]
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87
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88 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32)
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89
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90 # loose
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91 if ball.transform.col(3).x - ballSize/2 <= 0:
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92 break
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93
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94 # bar
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95 if ball.transform.col(3).x - ballSize/2 <= barWidth:
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96 let
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97 barTop = player.transform.col(3).y - barSize/2
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98 barBottom = player.transform.col(3).y + barSize/2
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99 ballTop = ball.transform.col(3).y - ballSize/2
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100 ballBottom = ball.transform.col(3).y + ballSize/2
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101 if ballTop >= barTop and ballBottom <= barBottom:
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102 ballVelocity[0] = abs(ballVelocity[0])
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103
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104 myengine.renderScene(level)