Mercurial > games > semicongine
comparison examples/E10_pong.nim @ 336:887ddc8d45fd
did: update examples to work with improved scenegraph/material api, notice removed complexity!
author | Sam <sam@basx.dev> |
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date | Tue, 05 Sep 2023 00:28:35 +0700 |
parents | b145a05c2459 |
children | 2ba3f18e7cad |
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335:f05b4bef44d1 | 336:887ddc8d45fd |
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1 import std/times | 1 import std/times |
2 import std/tables | |
2 | 3 |
3 import ../src/semicongine | 4 import ../src/semicongine |
4 | 5 |
5 let | 6 let |
6 barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex() | 7 barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex() |
7 barSize = 0.1'f | 8 barSize = 0.1'f |
8 barWidth = 0.01'f | 9 barWidth = 0.01'f |
9 ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex() | 10 ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex() |
10 ballSize = 0.01'f | 11 ballSize = 0.01'f |
11 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) | |
12 ballSpeed = 60'f | 12 ballSpeed = 60'f |
13 material = Material(name: "default") | |
13 | 14 |
14 var | 15 var |
15 level: Scene | 16 level: Scene |
16 ballVelocity = newVec2f(1, 1).normalized * ballSpeed | 17 ballVelocity = newVec2f(1, 1).normalized * ballSpeed |
17 | 18 |
18 when isMainModule: | 19 when isMainModule: |
19 var myengine = initEngine("Pong") | 20 var myengine = initEngine("Pong") |
20 level = newScene("scene", newEntity("Level")) | |
21 var playerbarmesh = rect(color=barcolor) | |
22 var playerbar = newEntity("playerbar", {"mesh": Component(playerbarmesh)}) | |
23 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) | |
24 var player = newEntity("player", [], playerbar) | |
25 player.transform = translate3d(0'f, 0.3'f, 0'f) | |
26 level.root.add player | |
27 | 21 |
28 var ballmesh = circle(color=ballcolor) | 22 var player = rect(color=barcolor, width=barWidth, height=barSize) |
29 var ball = newEntity("ball", {"mesh": Component(ballmesh)}) | 23 player.material = material |
30 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) | 24 var ball = circle(color=ballcolor) |
31 level.root.add ball | 25 ball.material = material |
26 level = Scene(name: "scene", meshes: @[ball, player]) | |
32 | 27 |
33 const | 28 const |
34 inputs = @[ | 29 shaderConfiguration = createShaderConfiguration( |
35 attr[Vec3f]("position"), | 30 inputs=[ |
36 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), | 31 attr[Vec3f]("position"), |
37 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | 32 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
38 ] | 33 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), |
39 intermediate = @[attr[Vec4f]("outcolor")] | 34 ], |
40 uniforms = @[attr[Mat4]("projection")] | 35 intermediates=[attr[Vec4f]("outcolor")], |
41 outputs = @[attr[Vec4f]("color")] | 36 uniforms=[attr[Mat4]("projection")], |
42 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( | 37 outputs=[attr[Vec4f]("color")], |
43 inputs=inputs, | |
44 intermediate=intermediate, | |
45 outputs=outputs, | |
46 uniforms=uniforms, | |
47 vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", | 38 vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", |
48 fragmentCode="color = outcolor;", | 39 fragmentCode="color = outcolor;", |
49 ) | 40 ) |
50 | 41 |
51 # set up rendering | 42 # set up rendering |
52 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) | 43 myengine.initRenderer({"default": shaderConfiguration}.toTable) |
53 myengine.addScene(level, inputs, @[], transformAttribute="transform") | |
54 level.addShaderGlobal("projection", Unit4f32) | 44 level.addShaderGlobal("projection", Unit4f32) |
45 myengine.addScene(level) | |
55 | 46 |
56 var | 47 var |
57 winsize = myengine.getWindow().size | 48 winsize = myengine.getWindow().size |
58 height = float32(winsize[1]) / float32(winsize[0]) | 49 height = float32(winsize[1]) / float32(winsize[0]) |
59 width = 1'f | 50 width = 1'f |
76 if myengine.windowWasResized(): | 67 if myengine.windowWasResized(): |
77 winsize = myengine.getWindow().size | 68 winsize = myengine.getWindow().size |
78 height = float32(winsize[1]) / float32(winsize[0]) | 69 height = float32(winsize[1]) / float32(winsize[0]) |
79 width = 1'f | 70 width = 1'f |
80 setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1)) | 71 setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1)) |
81 var player = level.root.firstWithName("player") | |
82 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: | 72 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: |
83 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) | 73 player.transform = player.transform * translate(0'f, 1'f * dt, 0'f) |
84 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: | 74 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: |
85 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) | 75 player.transform = player.transform * translate(0'f, -1'f * dt, 0'f) |
86 | 76 |
87 # bounce level | 77 # bounce level |
88 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] | 78 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] |
89 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] | 79 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] |
90 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] | 80 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] |
91 | 81 |
92 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) | 82 ball.transform = ball.transform * translate(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) |
93 | 83 |
94 # loose | 84 # loose |
95 if ball.transform.col(3).x - ballSize/2 <= 0: | 85 if ball.transform.col(3).x - ballSize/2 <= 0: |
96 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(30'f, 30'f, 0'f) | 86 ball.transform = scale(ballSize, ballSize, 1'f) * translate(30'f, 30'f, 0'f) |
97 ballVelocity = newVec2f(1, 1).normalized * ballSpeed | 87 ballVelocity = newVec2f(1, 1).normalized * ballSpeed |
98 | 88 |
99 # bar | 89 # bar |
100 if ball.transform.col(3).x - ballSize/2 <= barWidth: | 90 if ball.transform.col(3).x - ballSize/2 <= barWidth: |
101 let | 91 let |