Mercurial > games > semicongine
diff examples/input.nim @ 518:5d406c17bbcb
did: refactor Vector names
author | Sam <sam@basx.dev> |
---|---|
date | Fri, 20 Jan 2023 16:13:32 +0700 |
parents | 836790efab48 |
children | 8287a91e5d56 |
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--- a/examples/input.nim Fri Jan 20 00:41:55 2023 +0700 +++ b/examples/input.nim Fri Jan 20 16:13:32 2023 +0700 @@ -7,12 +7,12 @@ type # define type of vertex VertexDataA = object - position: PositionAttribute[Vec2[float32]] - color: ColorAttribute[Vec3[float32]] - translate: InstanceAttribute[Vec2[float32]] + position: PositionAttribute[TVec2[float32]] + color: ColorAttribute[TVec3[float32]] + iscursor: GenericAttribute[int32] Uniforms = object projection: Descriptor[Mat44[float32]] - cursor: Descriptor[Vec2[float32]] + cursor: Descriptor[TVec2[float32]] var pipeline: RenderPipeline[VertexDataA, Uniforms] @@ -35,20 +35,20 @@ # vertex data (types must match the above VertexAttributes) const shape = @[ - Vec2([- 1'f32, - 1'f32]), - Vec2([ 1'f32, - 1'f32]), - Vec2([-0.3'f32, -0.3'f32]), - Vec2([-0.3'f32, -0.3'f32]), - Vec2([- 1'f32, 1'f32]), - Vec2([- 1'f32, - 1'f32]), + TVec2([- 1'f32, - 1'f32]), + TVec2([ 1'f32, - 1'f32]), + TVec2([-0.3'f32, -0.3'f32]), + TVec2([-0.3'f32, -0.3'f32]), + TVec2([- 1'f32, 1'f32]), + TVec2([- 1'f32, - 1'f32]), ] colors = @[ - Vec3([1'f32, 0'f32, 0'f32]), - Vec3([1'f32, 0'f32, 0'f32]), - Vec3([1'f32, 0'f32, 0'f32]), - Vec3([0.8'f32, 0'f32, 0'f32]), - Vec3([0.8'f32, 0'f32, 0'f32]), - Vec3([0.8'f32, 0'f32, 0'f32]), + TVec3([1'f32, 0'f32, 0'f32]), + TVec3([1'f32, 0'f32, 0'f32]), + TVec3([1'f32, 0'f32, 0'f32]), + TVec3([0.8'f32, 0'f32, 0'f32]), + TVec3([0.8'f32, 0'f32, 0'f32]), + TVec3([0.8'f32, 0'f32, 0'f32]), ] when isMainModule: @@ -56,14 +56,14 @@ # build a single-object scene graph var cursor = new Thing - var cursorpart = new Mesh[VertexDataA] - cursorpart.vertexData = VertexDataA( - position: PositionAttribute[Vec2[float32]](data: shape), - color: ColorAttribute[Vec3[float32]](data: colors), - translate: InstanceAttribute[Vec2[float32]](data: @[Vec2[float32]([100'f32, 100'f32])]), + var cursormesh = new Mesh[VertexDataA] + cursormesh.vertexData = VertexDataA( + position: PositionAttribute[TVec2[float32]](data: shape), + color: ColorAttribute[TVec3[float32]](data: colors), + iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), ) # transform the cursor a bit to make it look nice - for i in 0 ..< cursorpart.vertexData.position.data.len: + for i in 0 ..< cursormesh.vertexData.position.data.len: let cursorscale = ( scale2d(20'f32, 20'f32) * translate2d(1'f32, 1'f32) * @@ -71,16 +71,24 @@ scale2d(0.5'f32, 1'f32) * rotate2d(float32(PI) / 4'f32) ) - let pos = Vec3[float32]([cursorpart.vertexData.position.data[i][0], cursorpart.vertexData.position.data[i][1], 1'f32]) - cursorpart.vertexData.position.data[i] = (cursorscale * pos).xy - cursor.parts.add cursorpart + let pos = TVec3[float32]([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 1'f32]) + cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy + cursor.parts.add cursormesh + + var box = new Thing + var boxmesh = new Mesh[VertexDataA] + boxmesh.vertexData = VertexDataA( + position: PositionAttribute[TVec2[float32]](data: shape), + color: ColorAttribute[TVec3[float32]](data: colors), + iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), + ) var scene = new Thing scene.children.add cursor # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" - out_position = uniforms.projection * vec4(in_position + uniforms.cursor, 0, 1); + out_position = uniforms.projection * vec4(in_position + (uniforms.cursor * iscursor), 0, 1); """) const fragmentShader = generateFragmentShaderCode[VertexDataA]() echo vertexShader