Mercurial > games > semicongine
comparison examples/input.nim @ 517:836790efab48
did: cleanup main namespace, add: better coordinate handling in input example
| author | Sam <sam@basx.dev> |
|---|---|
| date | Fri, 20 Jan 2023 00:41:55 +0700 |
| parents | e89fceb5a3a2 |
| children | 547f3a374271 |
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| 516:fe0cad0ecf67 | 517:836790efab48 |
|---|---|
| 1 import std/times | 1 import std/times |
| 2 import std/strutils | 2 import std/strutils |
| 3 import std/enumerate | 3 import std/enumerate |
| 4 | 4 |
| 5 import semicongine/engine | 5 import semicongine |
| 6 import semicongine/math/vector | |
| 7 import semicongine/math/matrix | |
| 8 import semicongine/vertex | |
| 9 import semicongine/descriptor | |
| 10 import semicongine/mesh | |
| 11 import semicongine/thing | |
| 12 import semicongine/shader | |
| 13 import semicongine/buffer | |
| 14 | 6 |
| 15 type | 7 type |
| 16 # define type of vertex | 8 # define type of vertex |
| 17 VertexDataA = object | 9 VertexDataA = object |
| 18 position: PositionAttribute[Vec2[float32]] | 10 position: PositionAttribute[Vec2[float32]] |
| 19 color: ColorAttribute[Vec3[float32]] | 11 color: ColorAttribute[Vec3[float32]] |
| 12 translate: InstanceAttribute[Vec2[float32]] | |
| 20 Uniforms = object | 13 Uniforms = object |
| 14 projection: Descriptor[Mat44[float32]] | |
| 21 cursor: Descriptor[Vec2[float32]] | 15 cursor: Descriptor[Vec2[float32]] |
| 22 aspect: Descriptor[float32] | |
| 23 | 16 |
| 24 var | 17 var |
| 25 pipeline: RenderPipeline[VertexDataA, Uniforms] | 18 pipeline: RenderPipeline[VertexDataA, Uniforms] |
| 26 uniforms: Uniforms | 19 uniforms: Uniforms |
| 27 uniforms.aspect.value = 1 | |
| 28 | 20 |
| 29 | 21 |
| 30 proc globalUpdate(engine: var Engine, dt: float32) = | 22 proc globalUpdate(engine: var Engine, dt: float32) = |
| 31 uniforms.aspect.value = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) | 23 uniforms.cursor.value[0] = float32(engine.input.mouseX) |
| 32 uniforms.cursor.value[0] = ((float32(engine.input.mouseX) / float32(engine.vulkan.frameDimension.width)) * 2'f32 ) - 1'f32 | 24 uniforms.cursor.value[1] = float32(engine.input.mouseY) |
| 33 uniforms.cursor.value[1] = ((float32(engine.input.mouseY) / float32(engine.vulkan.frameDimension.height)) * 2'f32 ) - 1'f32 | 25 uniforms.projection.value = ortho[float32]( |
| 26 0'f32, float32(engine.vulkan.frameDimension.width), | |
| 27 0'f32, float32(engine.vulkan.frameDimension.height), | |
| 28 0'f32, 1'f32, | |
| 29 ) | |
| 30 echo uniforms.projection.value | |
| 31 # echo uniforms.projection | |
| 34 for buffer in pipeline.uniformBuffers: | 32 for buffer in pipeline.uniformBuffers: |
| 35 buffer.updateData(uniforms) | 33 buffer.updateData(uniforms) |
| 36 | 34 |
| 37 # vertex data (types must match the above VertexAttributes) | 35 # vertex data (types must match the above VertexAttributes) |
| 38 const | 36 const |
| 60 var cursor = new Thing | 58 var cursor = new Thing |
| 61 var cursorpart = new Mesh[VertexDataA] | 59 var cursorpart = new Mesh[VertexDataA] |
| 62 cursorpart.vertexData = VertexDataA( | 60 cursorpart.vertexData = VertexDataA( |
| 63 position: PositionAttribute[Vec2[float32]](data: shape), | 61 position: PositionAttribute[Vec2[float32]](data: shape), |
| 64 color: ColorAttribute[Vec3[float32]](data: colors), | 62 color: ColorAttribute[Vec3[float32]](data: colors), |
| 63 translate: InstanceAttribute[Vec2[float32]](data: @[Vec2[float32]([100'f32, 100'f32])]), | |
| 65 ) | 64 ) |
| 66 # transform the cursor a bit to make it look nice | 65 # transform the cursor a bit to make it look nice |
| 67 for i in 0 ..< cursorpart.vertexData.position.data.len: | 66 for i in 0 ..< cursorpart.vertexData.position.data.len: |
| 68 let cursorscale = ( | 67 let cursorscale = ( |
| 69 scale2d(0.07'f32, 0.07'f32) * | 68 scale2d(20'f32, 20'f32) * |
| 70 translate2d(1'f32, 1'f32) * | 69 translate2d(1'f32, 1'f32) * |
| 71 rotate2d(-float32(PI) / 4'f32) * | 70 rotate2d(-float32(PI) / 4'f32) * |
| 72 scale2d(0.5'f32, 1'f32) * | 71 scale2d(0.5'f32, 1'f32) * |
| 73 rotate2d(float32(PI) / 4'f32) | 72 rotate2d(float32(PI) / 4'f32) |
| 74 ) | 73 ) |
| 79 var scene = new Thing | 78 var scene = new Thing |
| 80 scene.children.add cursor | 79 scene.children.add cursor |
| 81 | 80 |
| 82 # upload data, prepare shaders, etc | 81 # upload data, prepare shaders, etc |
| 83 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" | 82 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
| 84 out_position.x = in_position.x * uniforms.aspect + uniforms.cursor.x; | 83 out_position = uniforms.projection * vec4(in_position + uniforms.cursor, 0, 1); |
| 85 out_position.y = in_position.y + uniforms.cursor.y; | |
| 86 """) | 84 """) |
| 87 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | 85 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
| 88 echo vertexShader | 86 echo vertexShader |
| 89 echo fragmentShader | 87 echo fragmentShader |
| 90 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | 88 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
