annotate examples/input.nim @ 504:f83f59d6f889

add: correct publishing dir, correct check when nimcheck is running
author Sam <sam@basx.dev>
date Wed, 18 Jan 2023 14:43:07 +0700
parents e89fceb5a3a2
children 94d7eed3f118
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499
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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/engine
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6 import semicongine/math/vector
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7 import semicongine/math/matrix
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8 import semicongine/vertex
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9 import semicongine/descriptor
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10 import semicongine/mesh
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11 import semicongine/thing
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12 import semicongine/shader
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13 import semicongine/buffer
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14
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15 type
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16 # define type of vertex
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17 VertexDataA = object
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18 position: PositionAttribute[Vec2[float32]]
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19 color: ColorAttribute[Vec3[float32]]
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20 Uniforms = object
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21 cursor: Descriptor[Vec2[float32]]
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22 aspect: Descriptor[float32]
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23
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24 var
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25 pipeline: RenderPipeline[VertexDataA, Uniforms]
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26 uniforms: Uniforms
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27 uniforms.aspect.value = 1
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28
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29
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30 proc globalUpdate(engine: var Engine, dt: float32) =
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31 uniforms.aspect.value = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width)
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32 uniforms.cursor.value[0] = ((float32(engine.input.mouseX) / float32(engine.vulkan.frameDimension.width)) * 2'f32 ) - 1'f32
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33 uniforms.cursor.value[1] = ((float32(engine.input.mouseY) / float32(engine.vulkan.frameDimension.height)) * 2'f32 ) - 1'f32
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34 for buffer in pipeline.uniformBuffers:
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35 buffer.updateData(uniforms)
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36
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37 # vertex data (types must match the above VertexAttributes)
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38 const
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39 shape = @[
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40 Vec2([- 1'f32, - 1'f32]),
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41 Vec2([ 1'f32, - 1'f32]),
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42 Vec2([-0.3'f32, -0.3'f32]),
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43 Vec2([-0.3'f32, -0.3'f32]),
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44 Vec2([- 1'f32, 1'f32]),
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45 Vec2([- 1'f32, - 1'f32]),
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46 ]
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47 colors = @[
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48 Vec3([1'f32, 0'f32, 0'f32]),
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49 Vec3([1'f32, 0'f32, 0'f32]),
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50 Vec3([1'f32, 0'f32, 0'f32]),
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51 Vec3([0.8'f32, 0'f32, 0'f32]),
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52 Vec3([0.8'f32, 0'f32, 0'f32]),
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53 Vec3([0.8'f32, 0'f32, 0'f32]),
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54 ]
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55
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56 when isMainModule:
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57 var myengine = igniteEngine("Input")
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58
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59 # build a single-object scene graph
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60 var cursor = new Thing
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61 var cursorpart = new Mesh[VertexDataA]
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62 cursorpart.vertexData = VertexDataA(
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63 position: PositionAttribute[Vec2[float32]](data: shape),
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64 color: ColorAttribute[Vec3[float32]](data: colors),
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65 )
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66 # transform the cursor a bit to make it look nice
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67 for i in 0 ..< cursorpart.vertexData.position.data.len:
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68 let cursorscale = (
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69 scale2d(0.07'f32, 0.07'f32) *
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70 translate2d(1'f32, 1'f32) *
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71 rotate2d(-float32(PI) / 4'f32) *
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72 scale2d(0.5'f32, 1'f32) *
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73 rotate2d(float32(PI) / 4'f32)
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74 )
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75 let pos = Vec3[float32]([cursorpart.vertexData.position.data[i][0], cursorpart.vertexData.position.data[i][1], 1'f32])
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76 cursorpart.vertexData.position.data[i] = (cursorscale * pos).xy
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77 cursor.parts.add cursorpart
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78
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79 var scene = new Thing
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80 scene.children.add cursor
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81
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82 # upload data, prepare shaders, etc
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83 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]("""
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84 out_position.x = in_position.x * uniforms.aspect + uniforms.cursor.x;
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85 out_position.y = in_position.y + uniforms.cursor.y;
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86 """)
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87 const fragmentShader = generateFragmentShaderCode[VertexDataA]()
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88 echo vertexShader
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89 echo fragmentShader
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90 pipeline = setupPipeline[VertexDataA, Uniforms, uint16](
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91 myengine,
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92 scene,
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93 vertexShader,
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94 fragmentShader
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95 )
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96 # show something
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97 myengine.run(pipeline, globalUpdate)
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98 pipeline.trash()
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99 myengine.trash()