Mercurial > games > semicongine
diff examples/input.nim @ 56:94d7eed3f118
did: cleanup main namespace, add: better coordinate handling in input example
author | Sam <sam@basx.dev> |
---|---|
date | Fri, 20 Jan 2023 00:41:55 +0700 |
parents | 2771db8d4276 |
children | 547f3a374271 |
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--- a/examples/input.nim Thu Jan 19 22:55:56 2023 +0700 +++ b/examples/input.nim Fri Jan 20 00:41:55 2023 +0700 @@ -2,35 +2,33 @@ import std/strutils import std/enumerate -import semicongine/engine -import semicongine/math/vector -import semicongine/math/matrix -import semicongine/vertex -import semicongine/descriptor -import semicongine/mesh -import semicongine/thing -import semicongine/shader -import semicongine/buffer +import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[Vec2[float32]] color: ColorAttribute[Vec3[float32]] + translate: InstanceAttribute[Vec2[float32]] Uniforms = object + projection: Descriptor[Mat44[float32]] cursor: Descriptor[Vec2[float32]] - aspect: Descriptor[float32] var pipeline: RenderPipeline[VertexDataA, Uniforms] uniforms: Uniforms -uniforms.aspect.value = 1 proc globalUpdate(engine: var Engine, dt: float32) = - uniforms.aspect.value = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) - uniforms.cursor.value[0] = ((float32(engine.input.mouseX) / float32(engine.vulkan.frameDimension.width)) * 2'f32 ) - 1'f32 - uniforms.cursor.value[1] = ((float32(engine.input.mouseY) / float32(engine.vulkan.frameDimension.height)) * 2'f32 ) - 1'f32 + uniforms.cursor.value[0] = float32(engine.input.mouseX) + uniforms.cursor.value[1] = float32(engine.input.mouseY) + uniforms.projection.value = ortho[float32]( + 0'f32, float32(engine.vulkan.frameDimension.width), + 0'f32, float32(engine.vulkan.frameDimension.height), + 0'f32, 1'f32, + ) + echo uniforms.projection.value + # echo uniforms.projection for buffer in pipeline.uniformBuffers: buffer.updateData(uniforms) @@ -62,11 +60,12 @@ 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])]), ) # transform the cursor a bit to make it look nice for i in 0 ..< cursorpart.vertexData.position.data.len: let cursorscale = ( - scale2d(0.07'f32, 0.07'f32) * + scale2d(20'f32, 20'f32) * translate2d(1'f32, 1'f32) * rotate2d(-float32(PI) / 4'f32) * scale2d(0.5'f32, 1'f32) * @@ -81,8 +80,7 @@ # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" - out_position.x = in_position.x * uniforms.aspect + uniforms.cursor.x; - out_position.y = in_position.y + uniforms.cursor.y; + out_position = uniforms.projection * vec4(in_position + uniforms.cursor, 0, 1); """) const fragmentShader = generateFragmentShaderCode[VertexDataA]() echo vertexShader