comparison examples/E04_input.nim @ 143:8ce634aa6ea6

did: update example 04
author Sam <sam@basx.dev>
date Tue, 25 Apr 2023 18:24:18 +0700
parents 779607656b12
children a4e6e76128e6
comparison
equal deleted inserted replaced
142:9c0d7839dc91 143:8ce634aa6ea6
4 import std/times 4 import std/times
5 import std/math 5 import std/math
6 6
7 import semicongine 7 import semicongine
8 8
9 type
10 # define type of vertex
11 VertexDataA = object
12 position: PositionAttribute[Vec3]
13 color: ColorAttribute[Vec4]
14 transform: ModelTransformAttribute
15 Uniforms = object
16 projection: ViewProjectionTransform
17
18 const 9 const
19 arrow = @[ 10 arrow = @[
20 Vec3([-1'f32, -1'f32, 0'f32]), 11 newVec3f(-1, -1),
21 Vec3([1'f32, -1'f32, 0'f32]), 12 newVec3f(1, -1),
22 Vec3([-0.3'f32, -0.3'f32, 0'f32]), 13 newVec3f(-0.3, -0.3),
23 Vec3([-0.3'f32, -0.3'f32, 0'f32]), 14 newVec3f(-0.3, -0.3),
24 Vec3([-1'f32, 1'f32, 0'f32]), 15 newVec3f(-1, 1),
25 Vec3([-1'f32, -1'f32, 0'f32]), 16 newVec3f(-1, -1),
26 ] 17 ]
27 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces 18 # keyboard layout, specifying rows with key widths, negative numbers are empty spaces
28 keyrows = ( 19 keyrows = (
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, 20 [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, 1.0, 1.0, -0.1, 1.0, 1.0, 1.0],
30 1.0, 1.0, -0.1, 1.0, 1.0, 1.0], 21 [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, 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, 22 [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, 1.0, 1.0],
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], 23 [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], 24 [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], 25 [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0],
38 ) 26 )
39 keyDimension = 50'f32 27 keyDimension = 50'f32
40 keyGap = 10'f32 28 keyGap = 10'f32
41 backgroundColor = Vec4([0.6705882352941176'f32, 0.6078431372549019'f32, 29 backgroundColor = newVec3f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471)
42 0.5882352941176471'f32, 0'f32]) 30 baseColor = newVec3f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118'f32)
43 baseColor = Vec4([0.9411764705882353'f32, 0.9058823529411765'f32, 31 activeColor = newVec3f(0.6509803921568628'f32, 0.22745098039215686, 0.3137254901960784'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 = @[ 32 arrow_colors = @[
49 baseColor * 0.9'f32, 33 baseColor * 0.9'f32,
50 baseColor * 0.9'f32, 34 baseColor * 0.9'f32,
51 baseColor * 0.9'f32, 35 baseColor * 0.9'f32,
52 baseColor * 0.8'f32, 36 baseColor * 0.8'f32,
71 55
72 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right 56 CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right
73 ] 57 ]
74 58
75 var 59 var
76 pipeline: RenderPipeline[VertexDataA, Uniforms] 60 scene: Entity
77 uniforms: Uniforms 61 keyvertexpos: seq[Vec3f]
78 scene: Thing 62 keyvertexcolor: seq[Vec3f]
79 keyvertexpos: seq[Vec3]
80 keyvertexcolor: seq[Vec4]
81 keymeshindices: seq[array[3, uint16]] 63 keymeshindices: seq[array[3, uint16]]
82 rowpos = Vec2([0'f32, 0'f32]) 64 rowpos = newVec2f(0, 0)
83 i = 0'u16 65 i = 0'u16
84 firstRow = true 66 firstRow = true
85 rowWidth = 0'f32 67 rowWidth = 0'f32
86 for row in keyrows.fields: 68 for row in keyrows.fields:
87 for key in row: 69 for key in row:
88 let keySpace = float32(keyDimension * key) 70 let keySpace = float32(keyDimension * key)
89 if key > 0: 71 if key > 0:
90 if keyIndices[i div 4] == Enter: 72 if keyIndices[i div 4] == Enter:
91 keyvertexpos.add Vec3([rowpos[0], rowpos[1] - keyDimension - keyGap, 0'f32]) 73 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] - keyDimension - keyGap)
92 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] - keyDimension - 74 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] - keyDimension - keyGap)
93 keyGap, 0'f32])
94 else: 75 else:
95 keyvertexpos.add Vec3([rowpos[0], rowpos[1], 0'f32]) 76 keyvertexpos.add newVec3f(rowpos[0], rowpos[1])
96 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1], 0'f32]) 77 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1])
97 keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] + keyDimension, 0'f32]) 78 keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] + keyDimension)
98 keyvertexpos.add Vec3([rowpos[0], rowpos[1] + keyDimension, 0'f32]) 79 keyvertexpos.add newVec3f(rowpos[0], rowpos[1] + keyDimension)
99 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor] 80 keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor]
100 keymeshindices.add [i, i + 1, i + 2] 81 keymeshindices.add [i, i + 1, i + 2]
101 keymeshindices.add [i + 2, i + 3, i] 82 keymeshindices.add [i + 2, i + 3, i]
102 rowpos[0] += keySpace + keyGap 83 rowpos[0] += keySpace + keyGap
103 i += 4 84 i += 4
108 rowpos[0] = 0 89 rowpos[0] = 0
109 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32) 90 rowpos[1] += keyDimension + keyGap * (if firstRow: 2'f32 else: 1'f32)
110 firstRow = false 91 firstRow = false
111 92
112 93
113 proc globalUpdate(engine: var Engine, t, dt: float32) =
114 uniforms.projection.value = ortho[float32](
115 0'f32, float32(engine.vulkan.frameSize.x),
116 0'f32, float32(engine.vulkan.frameSize.y),
117 0'f32, 1'f32,
118 )
119 engine.vulkan.device.updateUniformData(pipeline, uniforms)
120
121 let
122 mousePos = translate3d(engine.input.mousePos.x + 20,
123 engine.input.mousePos.y + 20, 0'f32)
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
129 scene.firstWithName("background").transform = scale3d(float32(winsize[0]),
130 float32(winsize[1]), 0'f32)
131 var mesh = Mesh[VertexDataA, uint16](scene.firstWithName("keyboard").parts[0])
132 var hadUpdate = false
133 for (index, key) in enumerate(keyIndices):
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)
150
151 94
152 when isMainModule: 95 when isMainModule:
153 var myengine = igniteEngine("Input") 96 var myengine = initEngine("Input")
154 97
155 # cursor
156 var cursormesh = new Mesh[VertexDataA, uint16]
157 cursormesh.vertexData = VertexDataA(
158 position: PositionAttribute[Vec3](data: arrow, useOnDeviceMemory: true),
159 color: ColorAttribute[Vec4](data: arrow_colors),
160 transform: ModelTransformAttribute(data: @[Unit44]),
161 )
162 # transform the cursor a bit to make it look nice 98 # transform the cursor a bit to make it look nice
163 let cursorscale = ( 99 let cursorscale = (
164 scale2d(20'f32, 20'f32) * 100 scale2d(20'f32, 20'f32) *
165 translate2d(1'f32, 1'f32) * 101 translate2d(1'f32, 1'f32) *
166 rotate2d(-float32(PI) / 4'f32) * 102 rotate2d(-float32(PI) / 4'f32) *
167 scale2d(0.5'f32, 1'f32) * 103 scale2d(0.5'f32, 1'f32) *
168 rotate2d(float32(PI) / 4'f32) 104 rotate2d(float32(PI) / 4'f32)
169 ) 105 )
170 for i in 0 ..< cursormesh.vertexData.position.data.len: 106 var positions = arrow
171 let pos = Vec3([cursormesh.vertexData.position.data[i][0], 107 for i in 0 ..< positions.len:
172 cursormesh.vertexData.position.data[i][1], 0'f32]) 108 positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y)
173 cursormesh.vertexData.position.data[i] = (cursorscale * pos) 109 # cursor
110 var cursormesh = newMesh(
111 positions=positions,
112 colors=arrow_colors,
113 instanceCount=1,
114 )
174 115
175 # keyboard 116 # keyboard
176 var keyboardmesh = new Mesh[VertexDataA, uint16] 117 var keyboardmesh = newMesh(
177 keyboardmesh.indexed = true 118 positions=keyvertexpos,
178 keyboardmesh.vertexData = VertexDataA( 119 colors=keyvertexcolor,
179 position: PositionAttribute[Vec3](data: keyvertexpos, 120 indices=keymeshindices
180 useOnDeviceMemory: true), 121 )
181 color: ColorAttribute[Vec4](data: keyvertexcolor),
182 transform: ModelTransformAttribute(data: @[Unit44]),
183 )
184 keyboardmesh.indices = keymeshindices
185 122
186 # background 123 # background
187 var backgroundmesh = new Mesh[VertexDataA, uint16] 124 var backgroundmesh = newMesh(
188 backgroundmesh.indexed = true 125 positions= @[
189 backgroundmesh.indices = @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]] 126 newVec3f(0'f32, 0'f32),
190 backgroundmesh.vertexData = VertexDataA( 127 newVec3f(1'f32, 0'f32),
191 position: PositionAttribute[Vec3](data: @[ 128 newVec3f(1'f32, 1'f32),
192 Vec3([0'f32, 0'f32, 0'f32]), 129 newVec3f(0'f32, 1'f32),
193 Vec3([1'f32, 0'f32, 0'f32]), 130 ],
194 Vec3([1'f32, 1'f32, 0'f32]), 131 colors= @[
195 Vec3([0'f32, 1'f32, 0'f32]), 132 backgroundColor,
196 ], useOnDeviceMemory: true), 133 backgroundColor,
197 color: ColorAttribute[Vec4](data: @[ 134 backgroundColor,
198 backgroundColor, 135 backgroundColor,
199 backgroundColor, 136 ],
200 backgroundColor, 137 indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
201 backgroundColor, 138 )
202 ]), 139
203 transform: ModelTransformAttribute(data: @[Unit44]), 140 backgroundmesh.setInstanceData("transform", @[Unit4f32])
204 ) 141 keyboardmesh.setInstanceData("transform", @[Unit4f32])
205 142 cursormesh.setInstanceData("transform", @[Unit4f32])
206 scene = newThing("scene") 143
207 scene.add newThing("background", backgroundmesh) 144 scene = newEntity("scene")
208 let keyboard = newThing("keyboard", keyboardmesh) 145 scene.add newEntity("background", backgroundmesh)
209 keyboard.transform = translate3d(-float32(rowWidth) / 2'f32, -float32( 146 let keyboard = newEntity("keyboard", keyboardmesh)
210 tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32) 147 keyboard.transform = translate3d(
211 scene.add newThing("keyboard-center", keyboard) 148 -float32(rowWidth) / 2'f32,
212 scene.add newThing("cursor", cursormesh) 149 -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32,
213 150 0'f32
214 # upload data, prepare shaders, etc 151 )
215 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() 152 scene.add newEntity("keyboard-center", keyboard)
216 const fragmentShader = generateFragmentShaderCode[VertexDataA]() 153 scene.add newEntity("cursor", cursormesh)
217 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( 154
218 myengine, 155 const
219 scene, 156 vertexInput = @[
220 vertexShader, 157 attr[Vec3f]("position", memoryLocation=VRAM),
221 fragmentShader 158 attr[Vec3f]("color", memoryLocation=VRAMVisible),
222 ) 159 attr[Mat4]("transform", memoryLocation=VRAMVisible, perInstance=true),
223 # show something 160 ]
224 myengine.run(pipeline, globalUpdate) 161 vertexOutput = @[attr[Vec3f]("outcolor")]
225 pipeline.trash() 162 uniforms = @[attr[Mat4]("projection")]
226 myengine.trash() 163 fragOutput = @[attr[Vec4f]("color")]
164 vertexCode = compileGlslShader(
165 stage=VK_SHADER_STAGE_VERTEX_BIT,
166 inputs=vertexInput,
167 uniforms=uniforms,
168 outputs=vertexOutput,
169 main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);"""
170 )
171 fragmentCode = compileGlslShader(
172 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
173 inputs=vertexOutput,
174 uniforms=uniforms,
175 outputs=fragOutput,
176 main="color = vec4(outcolor, 1);"
177 )
178 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5)))
179 myengine.addScene(scene, vertexInput, transformAttribute="transform")
180 var projection = initShaderGlobal("projection", Unit4f32)
181 scene.add projection
182 while myengine.running and not myengine.keyWasPressed(Escape):
183 myengine.updateInputs()
184 setValue[Mat4](projection.value, ortho[float32](
185 0'f32, float32(myengine.getWindow().size[0]),
186 0'f32, float32(myengine.getWindow().size[1]),
187 0'f32, 1'f32,
188 ))
189 let
190 mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32)
191 winsize = myengine.getWindow().size
192 center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32)
193 scene.firstWithName("cursor").transform = mousePos
194 scene.firstWithName("keyboard-center").transform = center
195 scene.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32)
196
197 var mesh = Mesh(scene.firstWithName("keyboard").components[0])
198 for (index, key) in enumerate(keyIndices):
199 if myengine.keyWasPressed(key):
200 let baseIndex = uint32(index * 4)
201 mesh.updateMeshData("color", baseIndex + 0, activeColor)
202 mesh.updateMeshData("color", baseIndex + 1, activeColor)
203 mesh.updateMeshData("color", baseIndex + 2, activeColor)
204 mesh.updateMeshData("color", baseIndex + 3, activeColor)
205 if myengine.keyWasReleased(key):
206 let baseIndex = uint32(index * 4)
207 mesh.updateMeshData("color", baseIndex + 0, baseColor)
208 mesh.updateMeshData("color", baseIndex + 1, baseColor)
209 mesh.updateMeshData("color", baseIndex + 2, baseColor)
210 mesh.updateMeshData("color", baseIndex + 3, baseColor)
211
212 myengine.renderScene(scene)
213
214 myengine.destroy()