Mercurial > games > semicongine
comparison examples/E04_input.nim @ 522:f2c97bdbb0b3
did: rename and update older demos to work with new APIs
author | Sam <sam@basx.dev> |
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date | Tue, 24 Jan 2023 10:22:38 +0700 |
parents | |
children | 0285ff2281b1 |
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521:a25325bec7f2 | 522:f2c97bdbb0b3 |
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1 import std/strutils | |
2 import std/times | |
3 | |
4 import semicongine | |
5 | |
6 type | |
7 # define type of vertex | |
8 VertexDataA = object | |
9 position: PositionAttribute[Vec2] | |
10 color: ColorAttribute[Vec3] | |
11 transform: ModelTransformAttribute | |
12 Uniforms = object | |
13 projection: Descriptor[Mat44] | |
14 cursor: Descriptor[Vec2] | |
15 | |
16 var | |
17 pipeline: RenderPipeline[VertexDataA, Uniforms] | |
18 uniforms: Uniforms | |
19 scene: Thing | |
20 time: float | |
21 | |
22 | |
23 proc globalUpdate(engine: var Engine, dt: float32) = | |
24 time += dt | |
25 uniforms.cursor.value = engine.input.mousePos | |
26 uniforms.projection.value = ortho[float32]( | |
27 0'f32, float32(engine.vulkan.frameSize.x), | |
28 0'f32, float32(engine.vulkan.frameSize.y), | |
29 0'f32, 1'f32, | |
30 ) | |
31 engine.vulkan.device.updateUniformData(pipeline, uniforms) | |
32 | |
33 let cursor = firstPartWithName[Mesh[VertexDataA]](scene, "cursor") | |
34 if cursor != nil: | |
35 for c in cursor.vertexData.color.data.mitems: | |
36 c[1] = (sin(time * 8) * 0.5 + 0.5) * 0.2 | |
37 c[2] = (sin(time * 8) * 0.5 + 0.5) * 0.2 | |
38 engine.vulkan.device.updateVertexData(cursor.vertexData.color) | |
39 | |
40 var trans = translate3d(engine.input.mousePos.x, engine.input.mousePos.y, 0'f32) | |
41 # cursor.vertexData.transform.data = @[trans.transposed()] | |
42 engine.vulkan.device.updateVertexData(cursor.vertexData.transform) | |
43 | |
44 | |
45 const | |
46 shape = @[ | |
47 Vec2([ - 1'f32, - 1'f32]), | |
48 Vec2([1'f32, - 1'f32]), | |
49 Vec2([-0.3'f32, -0.3'f32]), | |
50 Vec2([-0.3'f32, -0.3'f32]), | |
51 Vec2([ - 1'f32, 1'f32]), | |
52 Vec2([ - 1'f32, - 1'f32]), | |
53 ] | |
54 colors = @[ | |
55 Vec3([1'f32, 0'f32, 0'f32]), | |
56 Vec3([1'f32, 0'f32, 0'f32]), | |
57 Vec3([1'f32, 0'f32, 0'f32]), | |
58 Vec3([0.8'f32, 0'f32, 0'f32]), | |
59 Vec3([0.8'f32, 0'f32, 0'f32]), | |
60 Vec3([0.8'f32, 0'f32, 0'f32]), | |
61 ] | |
62 | |
63 when isMainModule: | |
64 var myengine = igniteEngine("Input") | |
65 | |
66 var cursormesh = new Mesh[VertexDataA] | |
67 cursormesh.vertexData = VertexDataA( | |
68 position: PositionAttribute[Vec2](data: shape, useOnDeviceMemory: true), | |
69 color: ColorAttribute[Vec3](data: colors), | |
70 transform: ModelTransformAttribute(data: @[Unit44]), | |
71 ) | |
72 # transform the cursor a bit to make it look nice | |
73 for i in 0 ..< cursormesh.vertexData.position.data.len: | |
74 let cursorscale = ( | |
75 scale2d(20'f32, 20'f32) * | |
76 translate2d(1'f32, 1'f32) * | |
77 rotate2d(-float32(PI) / 4'f32) * | |
78 scale2d(0.5'f32, 1'f32) * | |
79 rotate2d(float32(PI) / 4'f32) | |
80 ) | |
81 let pos = Vec3([cursormesh.vertexData.position.data[i][0], | |
82 cursormesh.vertexData.position.data[i][1], 1'f32]) | |
83 cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy | |
84 | |
85 var boxmesh = new Mesh[VertexDataA] | |
86 boxmesh.vertexData = VertexDataA( | |
87 position: PositionAttribute[Vec2](data: shape), | |
88 color: ColorAttribute[Vec3](data: colors), | |
89 transform: ModelTransformAttribute(data: @[Unit44]), | |
90 ) | |
91 for i in 0 ..< boxmesh.vertexData.position.data.len: | |
92 let boxscale = translate2d(100'f32, 100'f32) * scale2d(100'f32, 100'f32) | |
93 let pos = Vec3([boxmesh.vertexData.position.data[i][0], | |
94 boxmesh.vertexData.position.data[i][1], 1'f32]) | |
95 boxmesh.vertexData.position.data[i] = (boxscale * pos).xy | |
96 | |
97 scene = newThing("scene") | |
98 scene.add newThing("cursor", cursormesh) | |
99 scene.add newThing("a box", boxmesh, newTransform(Unit44), newTransform( | |
100 translate3d(1'f32, 0'f32, 0'f32))) | |
101 scene.add newTransform(scale3d(1.5'f32, 1.5'f32, 1.5'f32)) | |
102 | |
103 # upload data, prepare shaders, etc | |
104 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" | |
105 out_position = uniforms.projection * transform * vec4(position, 0, 1); | |
106 """) | |
107 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
108 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( | |
109 myengine, | |
110 scene, | |
111 vertexShader, | |
112 fragmentShader | |
113 ) | |
114 # show something | |
115 myengine.run(pipeline, globalUpdate) | |
116 pipeline.trash() | |
117 myengine.trash() |