Mercurial > games > semicongine
diff examples/E10_pong.nim @ 607:64eb53f81cf6
add: improvments and E10 (pong)
author | Sam <sam@basx.dev> |
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date | Thu, 27 Apr 2023 00:23:23 +0700 |
parents | f41c1b78cf5b |
children | 134647ed5b60 |
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--- a/examples/E10_pong.nim Wed Apr 26 02:15:43 2023 +0700 +++ b/examples/E10_pong.nim Thu Apr 27 00:23:23 2023 +0700 @@ -1,86 +1,104 @@ +import std/times + import semicongine -const - barcolor = RGBfromHex("5A3F00").gamma(2.2) +let + barcolor = hexToColor("5A3F00").gamma(2.2).colorToHex() barSize = 0.1'f barWidth = 0.01'f - ballcolor = RGBfromHex("B17F08").gamma(2.2) + ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex() levelRatio = 1 ballSize = 0.01'f - backgroundColor = RGBAfromHex("FAC034").gamma(2.2) + backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) ballSpeed = 60'f var level: Entity ballVelocity = newVec2f(1, 1).normalized * ballSpeed -#[ -proc globalUpdate(engine: var Engine; t, dt: float32) = - var height = float32(engine.vulkan.frameSize.y) / float32( - engine.vulkan.frameSize.x) - var width = 1'f - uniforms.view.value = ortho[float32]( - 0'f, width, - 0'f, height, - 0'f, 1'f, - ) - engine.vulkan.device.updateUniformData(pipeline, uniforms) - var player = level.firstWithName("player") - if Down in engine.input.keysDown and (player.transform.col(3).y + barSize/2) < height: - player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) - if Up in engine.input.keysDown and (player.transform.col(3).y - barSize/2) > 0: - player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) - - var ball = level.firstWithName("ball") - ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, - ballVelocity[1] * dt, 0'f) - - # loose - if ball.transform.col(3).x - ballSize/2 <= 0: - ballVelocity = Vec2([1'f, 1'f]).normalized * ballSpeed - ball.transform[0, 3] = width / 2 - ball.transform[1, 3] = height / 2 - - # bounce level - if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[ - 0] = -ballVelocity[0] - if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] - if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[ - 1] = -ballVelocity[1] - - # bar - if ball.transform.col(3).x - ballSize/2 <= barWidth: - let - barTop = player.transform.col(3).y - barSize/2 - barBottom = player.transform.col(3).y + barSize/2 - ballTop = ball.transform.col(3).y - ballSize/2 - ballBottom = ball.transform.col(3).y + ballSize/2 - if ballTop >= barTop and ballBottom <= barBottom: - ballVelocity[0] = abs(ballVelocity[0]) -]# - when isMainModule: var myengine = initEngine("Pong") level = newEntity("Level") - var playerbarmesh = rect() - playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, barcolor] + var playerbarmesh = rect(color=barcolor) var playerbar = newEntity("playerbar", playerbarmesh) playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) var player = newEntity("player", playerbar) player.transform = translate3d(0'f, 0.3'f, 0'f) level.add player - var ballmesh = circle() - ballmesh.vertexData.color.data = newSeq[Vec3](ballmesh.vertexData.position.data.len) - for i in 0 ..< ballmesh.vertexData.color.data.len: - ballmesh.vertexData.color.data[i] = ballcolor - ballmesh.vertexData.transform.data = @[Unit44] + var ballmesh = circle(color=ballcolor) var ball = newEntity("ball", ballmesh) ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) level.add ball - pipeline.clearColor = backgroundColor - # show something - myengine.run(pipeline, globalUpdate) + const + vertexInput = @[ + attr[Vec3f]("position", memoryLocation=VRAM), + attr[Vec3f]("color", memoryLocation=VRAMVisible), + attr[Mat4]("transform", memoryLocation=VRAMVisible, perInstance=true), + ] + vertexOutput = @[attr[Vec3f]("outcolor")] + uniforms = @[attr[Mat4]("projection")] + fragOutput = @[attr[Vec4f]("color")] + vertexCode = compileGlslShader( + stage=VK_SHADER_STAGE_VERTEX_BIT, + inputs=vertexInput, + uniforms=uniforms, + outputs=vertexOutput, + main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""" + ) + fragmentCode = compileGlslShader( + stage=VK_SHADER_STAGE_FRAGMENT_BIT, + inputs=vertexOutput, + uniforms=uniforms, + outputs=fragOutput, + main="color = vec4(outcolor, 1);" + ) + + # set up rendering + myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) + myengine.addScene(level, vertexInput, transformAttribute="transform") + var projection = initShaderGlobal("projection", Unit4f32) + level.add projection - myengine.destroy() + var + winsize = myengine.getWindow().size + height = float32(winsize[1]) / float32(winsize[0]) + width = 1'f + currentTime = cpuTime() + while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): + let dt: float32 = cpuTime() - currentTime + currentTime = cpuTime() + if myengine.windowWasResized(): + winsize = myengine.getWindow().size + height = float32(winsize[1]) / float32(winsize[0]) + width = 1'f + setValue[Mat4](projection.value, ortho[float32](0'f, width, 0'f, height, 0'f, 1'f)) + var player = level.firstWithName("player") + if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: + player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) + if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: + player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) + + # bounce level + if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] + if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] + if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] + + ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) + + # loose + if ball.transform.col(3).x - ballSize/2 <= 0: + break + + # bar + if ball.transform.col(3).x - ballSize/2 <= barWidth: + let + barTop = player.transform.col(3).y - barSize/2 + barBottom = player.transform.col(3).y + barSize/2 + ballTop = ball.transform.col(3).y - ballSize/2 + ballBottom = ball.transform.col(3).y + ballSize/2 + if ballTop >= barTop and ballBottom <= barBottom: + ballVelocity[0] = abs(ballVelocity[0]) + + myengine.renderScene(level)