Mercurial > games > semicongine
comparison examples/input.nim @ 56:94d7eed3f118
did: cleanup main namespace, add: better coordinate handling in input example
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 00:41:55 +0700 |
parents | 2771db8d4276 |
children | 547f3a374271 |
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55:be3ab2619c33 | 56:94d7eed3f118 |
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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]( |