Mercurial > games > semicongine
diff examples/E04_input.nim @ 336:887ddc8d45fd
did: update examples to work with improved scenegraph/material api, notice removed complexity!
author | Sam <sam@basx.dev> |
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date | Tue, 05 Sep 2023 00:28:35 +0700 |
parents | b145a05c2459 |
children | 55c9183f7ece |
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--- a/examples/E04_input.nim Mon Sep 04 00:55:35 2023 +0700 +++ b/examples/E04_input.nim Tue Sep 05 00:28:35 2023 +0700 @@ -1,4 +1,5 @@ import std/enumerate +import std/tables import std/typetraits import std/math @@ -107,15 +108,17 @@ # define mesh objects var + material = Material(name: "default") cursormesh = newMesh( positions=positions, colors=arrow_colors, - instanceCount=1, + material=material, ) keyboardmesh = newMesh( positions=keyvertexpos, colors=keyvertexcolor, - indices=keymeshindices + indices=keymeshindices, + material=material, ) backgroundmesh = newMesh( positions= @[ @@ -131,48 +134,42 @@ backgroundColor, ], indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], + material=material, ) # define mesh objects - scene = newScene("scene", newEntity("scene")) - scene.root.add newEntity("background", {"mesh": Component(backgroundmesh)}) - let keyboard = newEntity("keyboard", {"mesh": Component(keyboardmesh)}) - keyboard.transform = translate3d( + var keyboard_center = translate( -float32(rowWidth) / 2'f32, -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32 ) - scene.root.add newEntity("keyboard-center", [], keyboard) - scene.root.add newEntity("cursor", {"mesh": Component(cursormesh)}) + scene = Scene(name: "scene", meshes: @[backgroundmesh, keyboardmesh, cursormesh]) # shaders const - inputs = @[ - attr[Vec3f]("position"), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), - attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), - ] - intermediate = @[attr[Vec4f]("outcolor")] - uniforms = @[attr[Mat4]("projection")] - outputs = @[attr[Vec4f]("color")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=inputs, - intermediate=intermediate, - outputs=outputs, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + inputs=[ + attr[Vec3f]("position"), + attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), + attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), + ], + intermediates=[attr[Vec4f]("outcolor")], + uniforms=[attr[Mat4]("projection")], + outputs=[attr[Vec4f]("color")], vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", fragmentCode="color = outcolor;", ) # set up rendering - myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5))) - myengine.addScene(scene, inputs, @[], transformAttribute="transform") + myengine.initRenderer({"default": shaderConfiguration}.toTable) scene.addShaderGlobal("projection", Unit4f32) + myengine.addScene(scene) + myengine.hideSystemCursor() # mainloop while myengine.updateInputs() == Running: if myengine.windowWasResized(): - setShaderGlobal(scene, "projection", + scene.setShaderGlobal("projection", ortho( 0, float32(myengine.getWindow().size[0]), 0, float32(myengine.getWindow().size[1]), @@ -181,27 +178,26 @@ ) let winsize = myengine.getWindow().size - center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) - scene.root.firstWithName("keyboard-center").transform = center - scene.root.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32) + center = translate(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) + keyboardmesh.transform = keyboard_center * center + backgroundmesh.transform = scale(float32(winsize[0]), float32(winsize[1]), 1'f32) - let mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) - scene.root.firstWithName("cursor").transform = mousePos + let mousePos = translate(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) + cursormesh.transform = mousePos - var mesh = Mesh(scene.root.firstWithName("keyboard")["mesh"]) for (index, key) in enumerate(keyIndices): if myengine.keyWasPressed(key): - let baseIndex = uint32(index * 4) - mesh.updateMeshData("color", baseIndex + 0, activeColor) - mesh.updateMeshData("color", baseIndex + 1, activeColor) - mesh.updateMeshData("color", baseIndex + 2, activeColor) - mesh.updateMeshData("color", baseIndex + 3, activeColor) + let baseIndex = index * 4 + keyboardmesh[].updateAttributeData("color", baseIndex + 0, activeColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 1, activeColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 2, activeColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 3, activeColor) if myengine.keyWasReleased(key): - let baseIndex = uint32(index * 4) - mesh.updateMeshData("color", baseIndex + 0, baseColor) - mesh.updateMeshData("color", baseIndex + 1, baseColor) - mesh.updateMeshData("color", baseIndex + 2, baseColor) - mesh.updateMeshData("color", baseIndex + 3, baseColor) + let baseIndex = index * 4 + keyboardmesh[].updateAttributeData("color", baseIndex + 0, baseColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 1, baseColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 2, baseColor) + keyboardmesh[].updateAttributeData("color", baseIndex + 3, baseColor) myengine.renderScene(scene)