Mercurial > games > semicongine
diff examples/input.nim @ 38:c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
author | Sam <sam@basx.dev> |
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date | Wed, 18 Jan 2023 09:52:03 +0700 |
parents | |
children | 2771db8d4276 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/examples/input.nim Wed Jan 18 09:52:03 2023 +0700 @@ -0,0 +1,99 @@ +import std/times +import std/strutils +import std/enumerate + +import zamikongine/engine +import zamikongine/math/vector +import zamikongine/math/matrix +import zamikongine/vertex +import zamikongine/descriptor +import zamikongine/mesh +import zamikongine/thing +import zamikongine/shader +import zamikongine/buffer + +type + # define type of vertex + VertexDataA = object + position: PositionAttribute[Vec2[float32]] + color: ColorAttribute[Vec3[float32]] + Uniforms = object + 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 + for buffer in pipeline.uniformBuffers: + buffer.updateData(uniforms) + +# 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]), + ] + 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]), + ] + +when isMainModule: + var myengine = igniteEngine("Input") + + # 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), + ) + # 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) * + translate2d(1'f32, 1'f32) * + rotate2d(-float32(PI) / 4'f32) * + 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 + + var scene = new Thing + scene.children.add cursor + + # 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; + """) + const fragmentShader = generateFragmentShaderCode[VertexDataA]() + echo vertexShader + echo fragmentShader + pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( + myengine, + scene, + vertexShader, + fragmentShader + ) + # show something + myengine.run(pipeline, globalUpdate) + pipeline.trash() + myengine.trash()