Mercurial > games > semicongine
comparison examples/input.nim @ 38:c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
author | Sam <sam@basx.dev> |
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date | Wed, 18 Jan 2023 09:52:03 +0700 |
parents | |
children | 2771db8d4276 |
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37:6859bcfabc62 | 38:c3c963e7c1a6 |
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1 import std/times | |
2 import std/strutils | |
3 import std/enumerate | |
4 | |
5 import zamikongine/engine | |
6 import zamikongine/math/vector | |
7 import zamikongine/math/matrix | |
8 import zamikongine/vertex | |
9 import zamikongine/descriptor | |
10 import zamikongine/mesh | |
11 import zamikongine/thing | |
12 import zamikongine/shader | |
13 import zamikongine/buffer | |
14 | |
15 type | |
16 # define type of vertex | |
17 VertexDataA = object | |
18 position: PositionAttribute[Vec2[float32]] | |
19 color: ColorAttribute[Vec3[float32]] | |
20 Uniforms = object | |
21 cursor: Descriptor[Vec2[float32]] | |
22 aspect: Descriptor[float32] | |
23 | |
24 var | |
25 pipeline: RenderPipeline[VertexDataA, Uniforms] | |
26 uniforms: Uniforms | |
27 uniforms.aspect.value = 1 | |
28 | |
29 | |
30 proc globalUpdate(engine: var Engine, dt: float32) = | |
31 uniforms.aspect.value = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) | |
32 uniforms.cursor.value[0] = ((float32(engine.input.mouseX) / float32(engine.vulkan.frameDimension.width)) * 2'f32 ) - 1'f32 | |
33 uniforms.cursor.value[1] = ((float32(engine.input.mouseY) / float32(engine.vulkan.frameDimension.height)) * 2'f32 ) - 1'f32 | |
34 for buffer in pipeline.uniformBuffers: | |
35 buffer.updateData(uniforms) | |
36 | |
37 # vertex data (types must match the above VertexAttributes) | |
38 const | |
39 shape = @[ | |
40 Vec2([- 1'f32, - 1'f32]), | |
41 Vec2([ 1'f32, - 1'f32]), | |
42 Vec2([-0.3'f32, -0.3'f32]), | |
43 Vec2([-0.3'f32, -0.3'f32]), | |
44 Vec2([- 1'f32, 1'f32]), | |
45 Vec2([- 1'f32, - 1'f32]), | |
46 ] | |
47 colors = @[ | |
48 Vec3([1'f32, 0'f32, 0'f32]), | |
49 Vec3([1'f32, 0'f32, 0'f32]), | |
50 Vec3([1'f32, 0'f32, 0'f32]), | |
51 Vec3([0.8'f32, 0'f32, 0'f32]), | |
52 Vec3([0.8'f32, 0'f32, 0'f32]), | |
53 Vec3([0.8'f32, 0'f32, 0'f32]), | |
54 ] | |
55 | |
56 when isMainModule: | |
57 var myengine = igniteEngine("Input") | |
58 | |
59 # build a single-object scene graph | |
60 var cursor = new Thing | |
61 var cursorpart = new Mesh[VertexDataA] | |
62 cursorpart.vertexData = VertexDataA( | |
63 position: PositionAttribute[Vec2[float32]](data: shape), | |
64 color: ColorAttribute[Vec3[float32]](data: colors), | |
65 ) | |
66 # transform the cursor a bit to make it look nice | |
67 for i in 0 ..< cursorpart.vertexData.position.data.len: | |
68 let cursorscale = ( | |
69 scale2d(0.07'f32, 0.07'f32) * | |
70 translate2d(1'f32, 1'f32) * | |
71 rotate2d(-float32(PI) / 4'f32) * | |
72 scale2d(0.5'f32, 1'f32) * | |
73 rotate2d(float32(PI) / 4'f32) | |
74 ) | |
75 let pos = Vec3[float32]([cursorpart.vertexData.position.data[i][0], cursorpart.vertexData.position.data[i][1], 1'f32]) | |
76 cursorpart.vertexData.position.data[i] = (cursorscale * pos).xy | |
77 cursor.parts.add cursorpart | |
78 | |
79 var scene = new Thing | |
80 scene.children.add cursor | |
81 | |
82 # upload data, prepare shaders, etc | |
83 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" | |
84 out_position.x = in_position.x * uniforms.aspect + uniforms.cursor.x; | |
85 out_position.y = in_position.y + uniforms.cursor.y; | |
86 """) | |
87 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
88 echo vertexShader | |
89 echo fragmentShader | |
90 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | |
91 myengine, | |
92 scene, | |
93 vertexShader, | |
94 fragmentShader | |
95 ) | |
96 # show something | |
97 myengine.run(pipeline, globalUpdate) | |
98 pipeline.trash() | |
99 myengine.trash() |