Mercurial > games > semicongine
comparison examples/input.nim @ 57:547f3a374271
did: refactor Vector names
| author | Sam <sam@basx.dev> |
|---|---|
| date | Fri, 20 Jan 2023 16:13:32 +0700 |
| parents | 94d7eed3f118 |
| children | 8287a91e5d56 |
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| 56:94d7eed3f118 | 57:547f3a374271 |
|---|---|
| 5 import semicongine | 5 import semicongine |
| 6 | 6 |
| 7 type | 7 type |
| 8 # define type of vertex | 8 # define type of vertex |
| 9 VertexDataA = object | 9 VertexDataA = object |
| 10 position: PositionAttribute[Vec2[float32]] | 10 position: PositionAttribute[TVec2[float32]] |
| 11 color: ColorAttribute[Vec3[float32]] | 11 color: ColorAttribute[TVec3[float32]] |
| 12 translate: InstanceAttribute[Vec2[float32]] | 12 iscursor: GenericAttribute[int32] |
| 13 Uniforms = object | 13 Uniforms = object |
| 14 projection: Descriptor[Mat44[float32]] | 14 projection: Descriptor[Mat44[float32]] |
| 15 cursor: Descriptor[Vec2[float32]] | 15 cursor: Descriptor[TVec2[float32]] |
| 16 | 16 |
| 17 var | 17 var |
| 18 pipeline: RenderPipeline[VertexDataA, Uniforms] | 18 pipeline: RenderPipeline[VertexDataA, Uniforms] |
| 19 uniforms: Uniforms | 19 uniforms: Uniforms |
| 20 | 20 |
| 33 buffer.updateData(uniforms) | 33 buffer.updateData(uniforms) |
| 34 | 34 |
| 35 # vertex data (types must match the above VertexAttributes) | 35 # vertex data (types must match the above VertexAttributes) |
| 36 const | 36 const |
| 37 shape = @[ | 37 shape = @[ |
| 38 Vec2([- 1'f32, - 1'f32]), | 38 TVec2([- 1'f32, - 1'f32]), |
| 39 Vec2([ 1'f32, - 1'f32]), | 39 TVec2([ 1'f32, - 1'f32]), |
| 40 Vec2([-0.3'f32, -0.3'f32]), | 40 TVec2([-0.3'f32, -0.3'f32]), |
| 41 Vec2([-0.3'f32, -0.3'f32]), | 41 TVec2([-0.3'f32, -0.3'f32]), |
| 42 Vec2([- 1'f32, 1'f32]), | 42 TVec2([- 1'f32, 1'f32]), |
| 43 Vec2([- 1'f32, - 1'f32]), | 43 TVec2([- 1'f32, - 1'f32]), |
| 44 ] | 44 ] |
| 45 colors = @[ | 45 colors = @[ |
| 46 Vec3([1'f32, 0'f32, 0'f32]), | 46 TVec3([1'f32, 0'f32, 0'f32]), |
| 47 Vec3([1'f32, 0'f32, 0'f32]), | 47 TVec3([1'f32, 0'f32, 0'f32]), |
| 48 Vec3([1'f32, 0'f32, 0'f32]), | 48 TVec3([1'f32, 0'f32, 0'f32]), |
| 49 Vec3([0.8'f32, 0'f32, 0'f32]), | 49 TVec3([0.8'f32, 0'f32, 0'f32]), |
| 50 Vec3([0.8'f32, 0'f32, 0'f32]), | 50 TVec3([0.8'f32, 0'f32, 0'f32]), |
| 51 Vec3([0.8'f32, 0'f32, 0'f32]), | 51 TVec3([0.8'f32, 0'f32, 0'f32]), |
| 52 ] | 52 ] |
| 53 | 53 |
| 54 when isMainModule: | 54 when isMainModule: |
| 55 var myengine = igniteEngine("Input") | 55 var myengine = igniteEngine("Input") |
| 56 | 56 |
| 57 # build a single-object scene graph | 57 # build a single-object scene graph |
| 58 var cursor = new Thing | 58 var cursor = new Thing |
| 59 var cursorpart = new Mesh[VertexDataA] | 59 var cursormesh = new Mesh[VertexDataA] |
| 60 cursorpart.vertexData = VertexDataA( | 60 cursormesh.vertexData = VertexDataA( |
| 61 position: PositionAttribute[Vec2[float32]](data: shape), | 61 position: PositionAttribute[TVec2[float32]](data: shape), |
| 62 color: ColorAttribute[Vec3[float32]](data: colors), | 62 color: ColorAttribute[TVec3[float32]](data: colors), |
| 63 translate: InstanceAttribute[Vec2[float32]](data: @[Vec2[float32]([100'f32, 100'f32])]), | 63 iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), |
| 64 ) | 64 ) |
| 65 # transform the cursor a bit to make it look nice | 65 # transform the cursor a bit to make it look nice |
| 66 for i in 0 ..< cursorpart.vertexData.position.data.len: | 66 for i in 0 ..< cursormesh.vertexData.position.data.len: |
| 67 let cursorscale = ( | 67 let cursorscale = ( |
| 68 scale2d(20'f32, 20'f32) * | 68 scale2d(20'f32, 20'f32) * |
| 69 translate2d(1'f32, 1'f32) * | 69 translate2d(1'f32, 1'f32) * |
| 70 rotate2d(-float32(PI) / 4'f32) * | 70 rotate2d(-float32(PI) / 4'f32) * |
| 71 scale2d(0.5'f32, 1'f32) * | 71 scale2d(0.5'f32, 1'f32) * |
| 72 rotate2d(float32(PI) / 4'f32) | 72 rotate2d(float32(PI) / 4'f32) |
| 73 ) | 73 ) |
| 74 let pos = Vec3[float32]([cursorpart.vertexData.position.data[i][0], cursorpart.vertexData.position.data[i][1], 1'f32]) | 74 let pos = TVec3[float32]([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 1'f32]) |
| 75 cursorpart.vertexData.position.data[i] = (cursorscale * pos).xy | 75 cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy |
| 76 cursor.parts.add cursorpart | 76 cursor.parts.add cursormesh |
| 77 | |
| 78 var box = new Thing | |
| 79 var boxmesh = new Mesh[VertexDataA] | |
| 80 boxmesh.vertexData = VertexDataA( | |
| 81 position: PositionAttribute[TVec2[float32]](data: shape), | |
| 82 color: ColorAttribute[TVec3[float32]](data: colors), | |
| 83 iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), | |
| 84 ) | |
| 77 | 85 |
| 78 var scene = new Thing | 86 var scene = new Thing |
| 79 scene.children.add cursor | 87 scene.children.add cursor |
| 80 | 88 |
| 81 # upload data, prepare shaders, etc | 89 # upload data, prepare shaders, etc |
| 82 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" | 90 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
| 83 out_position = uniforms.projection * vec4(in_position + uniforms.cursor, 0, 1); | 91 out_position = uniforms.projection * vec4(in_position + (uniforms.cursor * iscursor), 0, 1); |
| 84 """) | 92 """) |
| 85 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | 93 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
| 86 echo vertexShader | 94 echo vertexShader |
| 87 echo fragmentShader | 95 echo fragmentShader |
| 88 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | 96 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
