Mercurial > games > semicongine
annotate examples/E04_input.nim @ 81:fa1b6107deae
did: final cleanup for now
| author | Sam <sam@basx.dev> |
|---|---|
| date | Wed, 22 Feb 2023 18:36:01 +0700 |
| parents | 779607656b12 |
| children | 8ce634aa6ea6 |
| rev | line source |
|---|---|
| 66 | 1 import std/enumerate |
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2 import std/strutils |
| 64 | 3 import std/typetraits |
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4 import std/times |
| 64 | 5 import std/math |
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6 |
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7 import semicongine |
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8 |
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9 type |
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10 # define type of vertex |
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11 VertexDataA = object |
| 64 | 12 position: PositionAttribute[Vec3] |
| 13 color: ColorAttribute[Vec4] | |
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14 transform: ModelTransformAttribute |
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15 Uniforms = object |
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16 projection: ViewProjectionTransform |
| 64 | 17 |
| 18 const | |
| 19 arrow = @[ | |
| 20 Vec3([-1'f32, -1'f32, 0'f32]), | |
| 21 Vec3([1'f32, -1'f32, 0'f32]), | |
| 22 Vec3([-0.3'f32, -0.3'f32, 0'f32]), | |
| 23 Vec3([-0.3'f32, -0.3'f32, 0'f32]), | |
| 24 Vec3([-1'f32, 1'f32, 0'f32]), | |
| 25 Vec3([-1'f32, -1'f32, 0'f32]), | |
| 26 ] | |
| 66 | 27 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces |
| 64 | 28 keyrows = ( |
| 66 | 29 [1.0, -0.6, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, |
| 30 1.0, 1.0, -0.1, 1.0, 1.0, 1.0], | |
| 31 [1.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.8, -0.1, | |
| 32 1.0, 1.0, 1.0], | |
| 33 [1.8, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.5, 1.0, | |
| 34 1.0, 1.0], | |
| 35 [2.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0], | |
| 36 [2.6, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 2.8, -1.3, 1.0], | |
| 37 [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0], | |
| 64 | 38 ) |
| 66 | 39 keyDimension = 50'f32 |
| 64 | 40 keyGap = 10'f32 |
| 69 | 41 backgroundColor = Vec4([0.6705882352941176'f32, 0.6078431372549019'f32, |
| 42 0.5882352941176471'f32, 0'f32]) | |
| 43 baseColor = Vec4([0.9411764705882353'f32, 0.9058823529411765'f32, | |
| 44 0.8470588235294118'f32, 0'f32]) | |
| 45 activeColor = Vec4([0.6509803921568628'f32, 0.22745098039215686'f32, | |
| 46 0.3137254901960784'f32, 0'f32]) | |
| 47 | |
| 48 arrow_colors = @[ | |
| 49 baseColor * 0.9'f32, | |
| 50 baseColor * 0.9'f32, | |
| 51 baseColor * 0.9'f32, | |
| 52 baseColor * 0.8'f32, | |
| 53 baseColor * 0.8'f32, | |
| 54 baseColor * 0.8'f32, | |
| 55 ] | |
| 66 | 56 keyIndices = [ |
| 57 Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, PrintScreen, | |
| 58 ScrollLock, Pause, | |
| 59 | |
| 60 NumberRowExtra1, `1`, `2`, `3`, `4`, `5`, `6`, `7`, `8`, `9`, `0`, | |
| 61 | |
| 62 NumberRowExtra2, NumberRowExtra3, Backspace, Insert, Home, PageUp, | |
| 63 Tab, Q, W, Key.E, R, T, Key.Y, U, I, O, P, LetterRow1Extra1, | |
| 64 LetterRow1Extra2, Delete, End, PageDown, | |
| 65 | |
| 66 CapsLock, A, S, D, F, G, H, J, K, L, LetterRow2Extra1, LetterRow2Extra2, | |
| 67 LetterRow2Extra3, Enter, | |
| 68 | |
| 69 ShiftL, Key.Z, Key.X, C, V, B, N, M, LetterRow3Extra1, LetterRow3Extra2, | |
| 70 LetterRow3Extra3, ShiftR, Up, | |
| 71 | |
| 72 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right | |
| 73 ] | |
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74 |
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did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
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75 var |
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76 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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77 uniforms: Uniforms |
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78 scene: Thing |
| 64 | 79 keyvertexpos: seq[Vec3] |
| 80 keyvertexcolor: seq[Vec4] | |
| 66 | 81 keymeshindices: seq[array[3, uint16]] |
| 64 | 82 rowpos = Vec2([0'f32, 0'f32]) |
| 83 i = 0'u16 | |
| 66 | 84 firstRow = true |
| 85 rowWidth = 0'f32 | |
| 64 | 86 for row in keyrows.fields: |
| 87 for key in row: | |
| 66 | 88 let keySpace = float32(keyDimension * key) |
| 89 if key > 0: | |
| 90 if keyIndices[i div 4] == Enter: | |
| 91 keyvertexpos.add Vec3([rowpos[0], rowpos[1] - keyDimension - keyGap, 0'f32]) | |
| 92 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] - keyDimension - | |
| 93 keyGap, 0'f32]) | |
| 94 else: | |
| 95 keyvertexpos.add Vec3([rowpos[0], rowpos[1], 0'f32]) | |
| 96 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1], 0'f32]) | |
| 97 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] + keyDimension, 0'f32]) | |
| 98 keyvertexpos.add Vec3([rowpos[0], rowpos[1] + keyDimension, 0'f32]) | |
| 99 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor] | |
| 100 keymeshindices.add [i, i + 1, i + 2] | |
| 101 keymeshindices.add [i + 2, i + 3, i] | |
| 102 rowpos[0] += keySpace + keyGap | |
| 103 i += 4 | |
| 104 else: | |
| 105 rowpos[0] += -keySpace + keyGap | |
| 106 if firstRow: | |
| 107 rowWidth = rowpos[0] | |
| 64 | 108 rowpos[0] = 0 |
| 66 | 109 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32) |
| 110 firstRow = false | |
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111 |
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112 |
| 74 | 113 proc globalUpdate(engine: var Engine, t, dt: float32) = |
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114 uniforms.projection.value = ortho[float32]( |
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115 0'f32, float32(engine.vulkan.frameSize.x), |
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116 0'f32, float32(engine.vulkan.frameSize.y), |
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117 0'f32, 1'f32, |
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118 ) |
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119 engine.vulkan.device.updateUniformData(pipeline, uniforms) |
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120 |
| 64 | 121 let |
| 69 | 122 mousePos = translate3d(engine.input.mousePos.x + 20, |
| 123 engine.input.mousePos.y + 20, 0'f32) | |
| 64 | 124 winsize = engine.window.size |
| 125 center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / | |
| 126 2'f32, 0.1'f32) | |
| 127 scene.firstWithName("cursor").transform = mousePos | |
| 128 scene.firstWithName("keyboard-center").transform = center | |
| 66 | 129 scene.firstWithName("background").transform = scale3d(float32(winsize[0]), |
| 130 float32(winsize[1]), 0'f32) | |
| 64 | 131 var mesh = Mesh[VertexDataA, uint16](scene.firstWithName("keyboard").parts[0]) |
| 132 var hadUpdate = false | |
| 66 | 133 for (index, key) in enumerate(keyIndices): |
| 64 | 134 if key in engine.input.keysPressed: |
| 135 let baseIndex = index * 4 | |
| 136 mesh.vertexData.color.data[baseIndex + 0] = activeColor | |
| 137 mesh.vertexData.color.data[baseIndex + 1] = activeColor | |
| 138 mesh.vertexData.color.data[baseIndex + 2] = activeColor | |
| 139 mesh.vertexData.color.data[baseIndex + 3] = activeColor | |
| 140 hadUpdate = true | |
| 141 if key in engine.input.keysReleased: | |
| 142 let baseIndex = index * 4 | |
| 143 mesh.vertexData.color.data[baseIndex + 0] = baseColor | |
| 144 mesh.vertexData.color.data[baseIndex + 1] = baseColor | |
| 145 mesh.vertexData.color.data[baseIndex + 2] = baseColor | |
| 146 mesh.vertexData.color.data[baseIndex + 3] = baseColor | |
| 147 hadUpdate = true | |
| 148 if hadUpdate: | |
| 149 engine.vulkan.device.updateVertexData(mesh.vertexData.color) | |
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150 |
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151 |
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152 when isMainModule: |
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153 var myengine = igniteEngine("Input") |
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154 |
| 66 | 155 # cursor |
| 64 | 156 var cursormesh = new Mesh[VertexDataA, uint16] |
| 57 | 157 cursormesh.vertexData = VertexDataA( |
| 64 | 158 position: PositionAttribute[Vec3](data: arrow, useOnDeviceMemory: true), |
| 159 color: ColorAttribute[Vec4](data: arrow_colors), | |
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160 transform: ModelTransformAttribute(data: @[Unit44]), |
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161 ) |
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162 # transform the cursor a bit to make it look nice |
| 64 | 163 let cursorscale = ( |
| 164 scale2d(20'f32, 20'f32) * | |
| 165 translate2d(1'f32, 1'f32) * | |
| 166 rotate2d(-float32(PI) / 4'f32) * | |
| 167 scale2d(0.5'f32, 1'f32) * | |
| 168 rotate2d(float32(PI) / 4'f32) | |
| 169 ) | |
| 57 | 170 for i in 0 ..< cursormesh.vertexData.position.data.len: |
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171 let pos = Vec3([cursormesh.vertexData.position.data[i][0], |
| 64 | 172 cursormesh.vertexData.position.data[i][1], 0'f32]) |
| 173 cursormesh.vertexData.position.data[i] = (cursorscale * pos) | |
| 57 | 174 |
| 66 | 175 # keyboard |
| 64 | 176 var keyboardmesh = new Mesh[VertexDataA, uint16] |
| 177 keyboardmesh.indexed = true | |
| 178 keyboardmesh.vertexData = VertexDataA( | |
| 179 position: PositionAttribute[Vec3](data: keyvertexpos, | |
| 180 useOnDeviceMemory: true), | |
| 181 color: ColorAttribute[Vec4](data: keyvertexcolor), | |
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182 transform: ModelTransformAttribute(data: @[Unit44]), |
| 57 | 183 ) |
| 66 | 184 keyboardmesh.indices = keymeshindices |
| 185 | |
| 186 # background | |
| 187 var backgroundmesh = new Mesh[VertexDataA, uint16] | |
| 188 backgroundmesh.indexed = true | |
| 189 backgroundmesh.indices = @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]] | |
| 190 backgroundmesh.vertexData = VertexDataA( | |
| 191 position: PositionAttribute[Vec3](data: @[ | |
| 192 Vec3([0'f32, 0'f32, 0'f32]), | |
| 193 Vec3([1'f32, 0'f32, 0'f32]), | |
| 194 Vec3([1'f32, 1'f32, 0'f32]), | |
| 195 Vec3([0'f32, 1'f32, 0'f32]), | |
| 196 ], useOnDeviceMemory: true), | |
| 197 color: ColorAttribute[Vec4](data: @[ | |
| 67 | 198 backgroundColor, |
| 199 backgroundColor, | |
| 200 backgroundColor, | |
| 201 backgroundColor, | |
| 66 | 202 ]), |
| 203 transform: ModelTransformAttribute(data: @[Unit44]), | |
| 204 ) | |
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205 |
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206 scene = newThing("scene") |
| 66 | 207 scene.add newThing("background", backgroundmesh) |
| 64 | 208 let keyboard = newThing("keyboard", keyboardmesh) |
| 209 keyboard.transform = translate3d(-float32(rowWidth) / 2'f32, -float32( | |
| 66 | 210 tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32) |
| 64 | 211 scene.add newThing("keyboard-center", keyboard) |
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212 scene.add newThing("cursor", cursormesh) |
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213 |
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214 # upload data, prepare shaders, etc |
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215 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() |
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216 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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217 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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218 myengine, |
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219 scene, |
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220 vertexShader, |
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221 fragmentShader |
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222 ) |
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223 # show something |
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224 myengine.run(pipeline, globalUpdate) |
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225 pipeline.trash() |
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226 myengine.trash() |
