Mercurial > games > semicongine
comparison semiconginev2/old/panel.nim @ 1218:56781cc0fc7c compiletime-tests
did: renamge main package
author | sam <sam@basx.dev> |
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date | Wed, 17 Jul 2024 21:01:37 +0700 |
parents | semicongine/old/panel.nim@a3eb305bcac2 |
children |
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1217:f819a874058f | 1218:56781cc0fc7c |
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1 import std/strformat | |
2 import std/tables | |
3 | |
4 import ./core | |
5 import ./mesh | |
6 import ./material | |
7 import ./vulkan/shader | |
8 import ./events | |
9 | |
10 const | |
11 # font shader | |
12 SHADER_ATTRIB_PREFIX = "semicon_panel_" | |
13 MAX_PANEL_MATERIALS = 10 | |
14 POSITION_ATTRIB = SHADER_ATTRIB_PREFIX & "position" | |
15 UV_ATTRIB = SHADER_ATTRIB_PREFIX & "uv" | |
16 PANEL_MATERIAL_TYPE* = MaterialType( | |
17 name: "default-panel-material-type", | |
18 vertexAttributes: {POSITION_ATTRIB: Vec3F32, UV_ATTRIB: Vec2F32}.toTable, | |
19 instanceAttributes: {TRANSFORM_ATTRIB: Mat4F32, MATERIALINDEX_ATTRIBUTE: UInt16}.toTable, | |
20 attributes: {"panelTexture": TextureType, "color": Vec4F32}.toTable, | |
21 ) | |
22 PANEL_SHADER* = CreateShaderConfiguration( | |
23 name = "panel shader", | |
24 inputs = [ | |
25 Attr[Mat4](TRANSFORM_ATTRIB, memoryPerformanceHint = PreferFastWrite, perInstance = true), | |
26 Attr[Vec3f](POSITION_ATTRIB, memoryPerformanceHint = PreferFastWrite), | |
27 Attr[Vec2f](UV_ATTRIB, memoryPerformanceHint = PreferFastWrite), | |
28 Attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true), | |
29 ], | |
30 intermediates = [ | |
31 Attr[Vec2f]("uvFrag"), | |
32 Attr[uint16]("materialIndexOut", noInterpolation = true) | |
33 ], | |
34 outputs = [Attr[Vec4f]("color")], | |
35 uniforms = [Attr[Vec4f]("color", arrayCount = MAX_PANEL_MATERIALS), Attr[float32](ASPECT_RATIO_ATTRIBUTE)], | |
36 samplers = [Attr[Texture]("panelTexture", arrayCount = MAX_PANEL_MATERIALS)], | |
37 vertexCode = &""" | |
38 gl_Position = vec4({POSITION_ATTRIB}.x, {POSITION_ATTRIB}.y * Uniforms.{ASPECT_RATIO_ATTRIBUTE}, {POSITION_ATTRIB}.z, 1.0) * {TRANSFORM_ATTRIB}; | |
39 uvFrag = {UV_ATTRIB}; | |
40 materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; | |
41 """, | |
42 fragmentCode = &"""color = Uniforms.color[materialIndexOut] * texture(panelTexture[materialIndexOut], uvFrag);""" | |
43 ) | |
44 | |
45 var instanceCounter = 0 | |
46 | |
47 type | |
48 Panel* = object | |
49 texture: Texture | |
50 horizontalAlignment: HorizontalAlignment = Center | |
51 verticalAlignment: VerticalAlignment = Center | |
52 dirty: bool | |
53 mesh*: Mesh | |
54 # input handling | |
55 onMouseDown*: proc(panel: var Panel, buttons: set[MouseButton]) | |
56 onMouseUp*: proc(panel: var Panel, buttons: set[MouseButton]) | |
57 onMouseEnter*: proc(panel: var Panel) | |
58 onMouseMove*: proc(panel: var Panel) | |
59 onMouseLeave*: proc(panel: var Panel) | |
60 hasMouse*: bool | |
61 | |
62 proc `$`*(panel: Panel): string = | |
63 &"Panel {panel.mesh}" | |
64 | |
65 proc Refresh*(panel: var Panel) = | |
66 if not panel.dirty: | |
67 return | |
68 | |
69 var | |
70 offsetX = case panel.horizontalAlignment | |
71 of Left: 0.5 | |
72 of Center: 0 | |
73 of Right: -0.5 | |
74 offsetY = case panel.verticalAlignment | |
75 of Top: 0.5 | |
76 of Center: 0 | |
77 of Bottom: -0.5 | |
78 | |
79 panel.mesh[POSITION_ATTRIB, 0] = NewVec3f(-0.5 + offsetX, -0.5 + offsetY) | |
80 panel.mesh[POSITION_ATTRIB, 1] = NewVec3f(+0.5 + offsetX, -0.5 + offsetY) | |
81 panel.mesh[POSITION_ATTRIB, 2] = NewVec3f(+0.5 + offsetX, +0.5 + offsetY) | |
82 panel.mesh[POSITION_ATTRIB, 3] = NewVec3f(-0.5 + offsetX, +0.5 + offsetY) | |
83 | |
84 panel.dirty = false | |
85 | |
86 proc InitPanel*( | |
87 transform = Unit4, | |
88 color = NewVec4f(1, 1, 1, 1), | |
89 texture = EMPTY_TEXTURE, | |
90 horizontalAlignment = HorizontalAlignment.Center, | |
91 verticalAlignment = VerticalAlignment.Center, | |
92 onMouseDown: proc(panel: var Panel, buttons: set[MouseButton]) = nil, | |
93 onMouseUp: proc(panel: var Panel, buttons: set[MouseButton]) = nil, | |
94 onMouseEnter: proc(panel: var Panel) = nil, | |
95 onMouseMove: proc(panel: var Panel) = nil, | |
96 onMouseLeave: proc(panel: var Panel) = nil, | |
97 ): Panel = | |
98 | |
99 result = Panel( | |
100 texture: texture, | |
101 horizontalAlignment: horizontalAlignment, | |
102 verticalAlignment: verticalAlignment, | |
103 onMouseDown: onMouseDown, | |
104 onMouseUp: onMouseUp, | |
105 onMouseEnter: onMouseEnter, | |
106 onMouseMove: onMouseMove, | |
107 onMouseLeave: onMouseLeave, | |
108 dirty: true, | |
109 ) | |
110 | |
111 result.mesh = NewMesh( | |
112 name = &"panel-{instanceCounter}", | |
113 positions = newSeq[Vec3f](4), | |
114 indices = @[ | |
115 [uint16(0), uint16(1), uint16(2)], | |
116 [uint16(2), uint16(3), uint16(0)], | |
117 ], | |
118 uvs = @[NewVec2f(0, 1), NewVec2f(1, 1), NewVec2f(1, 0), NewVec2f(0, 0)], | |
119 transform = transform | |
120 ) | |
121 result.mesh[].RenameAttribute("position", POSITION_ATTRIB) | |
122 result.mesh[].RenameAttribute("uv", UV_ATTRIB) | |
123 result.mesh.material = InitMaterialData( | |
124 theType = PANEL_MATERIAL_TYPE, | |
125 name = "Panel material", | |
126 attributes = {"panelTexture": InitDataList(@[texture]), "color": InitDataList(@[color])}, | |
127 ) | |
128 inc instanceCounter | |
129 result.Refresh() | |
130 | |
131 proc Color*(panel: Panel): Vec4f = | |
132 panel.mesh.material["color", 0, Vec4f] | |
133 proc `color=`*(panel: var Panel, value: Vec4f) = | |
134 if value != panel.mesh.material["color", 0, Vec4f]: | |
135 panel.mesh.material["color", 0] = value | |
136 | |
137 proc HorizontalAlignment*(panel: Panel): HorizontalAlignment = | |
138 panel.horizontalAlignment | |
139 proc `horizontalAlignment=`*(panel: var Panel, value: HorizontalAlignment) = | |
140 if value != panel.horizontalAlignment: | |
141 panel.horizontalAlignment = value | |
142 panel.dirty = true | |
143 | |
144 proc VerticalAlignment*(panel: Panel): VerticalAlignment = | |
145 panel.verticalAlignment | |
146 proc `verticalAlignment=`*(panel: var Panel, value: VerticalAlignment) = | |
147 if value != panel.verticalAlignment: | |
148 panel.verticalAlignment = value | |
149 panel.dirty = true | |
150 | |
151 proc Contains*(panel: Panel, p: Vec2f, aspectRatio: float32): bool = | |
152 let | |
153 cursor = panel.mesh.transform.Inversed * p.ToVec3 | |
154 p1 = panel.mesh[POSITION_ATTRIB, 0, Vec3f] | |
155 p2 = panel.mesh[POSITION_ATTRIB, 2, Vec3f] | |
156 left = min(p1.x, p2.x) | |
157 right = max(p1.x, p2.x) | |
158 top = min(p1.y * aspectRatio, p2.y * aspectRatio) | |
159 bottom = max(p1.y * aspectRatio, p2.y * aspectRatio) | |
160 return left <= cursor.x and cursor.x <= right and top <= cursor.y and cursor.y <= bottom |