Mercurial > games > semicongine
comparison examples/E04_input.nim @ 1027:d6c27f0ed3e4
fix: examples not compiling
author | sam <sam@basx.dev> |
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date | Wed, 22 May 2024 03:45:16 +0700 |
parents | c66503386e8b |
children | 71315636ba82 |
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1026:f7802c5069ce | 1027:d6c27f0ed3e4 |
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1 import std/enumerate | 1 import std/enumerate |
2 import std/tables | 2 import std/tables |
3 import std/typetraits | 3 import std/typetraits |
4 import std/math | 4 import std/math |
5 | 5 |
6 import ../src/semicongine | 6 import ../semicongine |
7 | 7 |
8 const | 8 const |
9 arrow = @[ | 9 arrow = @[ |
10 newVec3f(-1, -1), | 10 newVec3f(-1, -1), |
11 newVec3f(1, -1), | 11 newVec3f(1, -1), |
106 for i in 0 ..< positions.len: | 106 for i in 0 ..< positions.len: |
107 positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y) | 107 positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y) |
108 | 108 |
109 # define mesh objects | 109 # define mesh objects |
110 var | 110 var |
111 material = Material(name: "default") | 111 matDef = MaterialType(name: "default", vertexAttributes: { |
112 "position": Vec3F32, | |
113 "color": Vec4F32, | |
114 }.toTable) | |
112 cursormesh = newMesh( | 115 cursormesh = newMesh( |
113 positions=positions, | 116 positions = positions, |
114 colors=arrow_colors, | 117 colors = arrow_colors, |
115 material=material, | 118 material = matDef.initMaterialData(), |
116 ) | 119 ) |
117 keyboardmesh = newMesh( | 120 keyboardmesh = newMesh( |
118 positions=keyvertexpos, | 121 positions = keyvertexpos, |
119 colors=keyvertexcolor, | 122 colors = keyvertexcolor, |
120 indices=keymeshindices, | 123 indices = keymeshindices, |
121 material=material, | 124 material = matDef.initMaterialData(), |
122 ) | 125 ) |
123 backgroundmesh = newMesh( | 126 backgroundmesh = newMesh( |
124 positions= @[ | 127 positions = @[ |
125 newVec3f(0'f32, 0'f32), | 128 newVec3f(0'f32, 0'f32), |
126 newVec3f(1'f32, 0'f32), | 129 newVec3f(1'f32, 0'f32), |
127 newVec3f(1'f32, 1'f32), | 130 newVec3f(1'f32, 1'f32), |
128 newVec3f(0'f32, 1'f32), | 131 newVec3f(0'f32, 1'f32), |
129 ], | 132 ], |
130 colors= @[ | 133 colors = @[ |
131 backgroundColor, | 134 backgroundColor, |
132 backgroundColor, | 135 backgroundColor, |
133 backgroundColor, | 136 backgroundColor, |
134 backgroundColor, | 137 backgroundColor, |
135 ], | 138 ], |
136 indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], | 139 indices = @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], |
137 material=material, | 140 material = matDef.initMaterialData(), |
138 ) | 141 ) |
139 | 142 |
140 # define mesh objects | 143 # define mesh objects |
141 var keyboard_center = translate( | 144 var keyboard_center = translate( |
142 -float32(rowWidth) / 2'f32, | 145 -float32(rowWidth) / 2'f32, |
146 scene = Scene(name: "scene", meshes: @[backgroundmesh, keyboardmesh, cursormesh]) | 149 scene = Scene(name: "scene", meshes: @[backgroundmesh, keyboardmesh, cursormesh]) |
147 | 150 |
148 # shaders | 151 # shaders |
149 const | 152 const |
150 shaderConfiguration = createShaderConfiguration( | 153 shaderConfiguration = createShaderConfiguration( |
151 inputs=[ | 154 name = "default shader", |
155 inputs = [ | |
152 attr[Vec3f]("position"), | 156 attr[Vec3f]("position"), |
153 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), | 157 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), |
154 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | 158 attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true), |
155 ], | 159 ], |
156 intermediates=[attr[Vec4f]("outcolor")], | 160 intermediates = [attr[Vec4f]("outcolor")], |
157 uniforms=[attr[Mat4]("projection")], | 161 uniforms = [attr[Mat4]("projection")], |
158 outputs=[attr[Vec4f]("color")], | 162 outputs = [attr[Vec4f]("color")], |
159 vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", | 163 vertexCode = """outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", |
160 fragmentCode="color = outcolor;", | 164 fragmentCode = "color = outcolor;", |
161 ) | 165 ) |
162 | 166 |
163 # set up rendering | 167 # set up rendering |
164 myengine.initRenderer({"default": shaderConfiguration}.toTable) | 168 myengine.initRenderer({matDef: shaderConfiguration}) |
165 scene.addShaderGlobal("projection", Unit4f32) | 169 scene.addShaderGlobal("projection", Unit4f32) |
166 myengine.addScene(scene) | 170 myengine.loadScene(scene) |
167 myengine.hideSystemCursor() | 171 myengine.HideSystemCursor() |
168 | 172 |
169 # mainloop | 173 # mainloop |
170 while myengine.updateInputs() == Running: | 174 while myengine.UpdateInputs(): |
171 if myengine.windowWasResized(): | 175 if WindowWasResized(): |
172 scene.setShaderGlobal("projection", | 176 scene.setShaderGlobal("projection", |
173 ortho( | 177 ortho( |
174 0, float32(myengine.getWindow().size[0]), | 178 0, float32(myengine.GetWindow().size[0]), |
175 0, float32(myengine.getWindow().size[1]), | 179 0, float32(myengine.GetWindow().size[1]), |
176 0, 1, | 180 0, 1, |
177 ) | 181 ) |
178 ) | 182 ) |
179 let | 183 let |
180 winsize = myengine.getWindow().size | 184 winsize = myengine.GetWindow().size |
181 center = translate(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) | 185 center = translate(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) |
182 keyboardmesh.transform = keyboard_center * center | 186 keyboardmesh.transform = keyboard_center * center |
183 backgroundmesh.transform = scale(float32(winsize[0]), float32(winsize[1]), 1'f32) | 187 backgroundmesh.transform = scale(float32(winsize[0]), float32(winsize[1]), 1'f32) |
184 | 188 |
185 let mousePos = translate(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) | 189 let mousePos = translate(MousePosition().x + 20, MousePosition().y + 20, 0'f32) |
186 cursormesh.transform = mousePos | 190 cursormesh.transform = mousePos |
187 | 191 |
188 for (index, key) in enumerate(keyIndices): | 192 for (index, key) in enumerate(keyIndices): |
189 if myengine.keyWasPressed(key): | 193 if KeyWasPressed(key): |
190 let baseIndex = index * 4 | 194 let baseIndex = index * 4 |
191 keyboardmesh["color", baseIndex + 0] = activeColor | 195 keyboardmesh["color", baseIndex + 0] = activeColor |
192 keyboardmesh["color", baseIndex + 1] = activeColor | 196 keyboardmesh["color", baseIndex + 1] = activeColor |
193 keyboardmesh["color", baseIndex + 2] = activeColor | 197 keyboardmesh["color", baseIndex + 2] = activeColor |
194 keyboardmesh["color", baseIndex + 3] = activeColor | 198 keyboardmesh["color", baseIndex + 3] = activeColor |
195 if myengine.keyWasReleased(key): | 199 if KeyWasReleased(key): |
196 let baseIndex = index * 4 | 200 let baseIndex = index * 4 |
197 keyboardmesh["color", baseIndex + 0] = baseColor | 201 keyboardmesh["color", baseIndex + 0] = baseColor |
198 keyboardmesh["color", baseIndex + 1] = baseColor | 202 keyboardmesh["color", baseIndex + 1] = baseColor |
199 keyboardmesh["color", baseIndex + 2] = baseColor | 203 keyboardmesh["color", baseIndex + 2] = baseColor |
200 keyboardmesh["color", baseIndex + 3] = baseColor | 204 keyboardmesh["color", baseIndex + 3] = baseColor |