Mercurial > games > semicongine
diff examples/E04_input.nim @ 606:f41c1b78cf5b
add: upgrade all simple examples to new engine version
author | Sam <sam@basx.dev> |
---|---|
date | Wed, 26 Apr 2023 02:15:43 +0700 |
parents | fdd80220b5ff |
children | 64eb53f81cf6 |
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--- a/examples/E04_input.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/examples/E04_input.nim Wed Apr 26 02:15:43 2023 +0700 @@ -56,6 +56,7 @@ CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right ] +# build keyboard and cursor meshes var scene: Entity keyvertexpos: seq[Vec3f] @@ -91,7 +92,6 @@ firstRow = false - when isMainModule: var myengine = initEngine("Input") @@ -106,41 +106,40 @@ var positions = arrow for i in 0 ..< positions.len: positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y) - # cursor - var cursormesh = newMesh( - positions=positions, - colors=arrow_colors, - instanceCount=1, - ) - # keyboard - var keyboardmesh = newMesh( - positions=keyvertexpos, - colors=keyvertexcolor, - indices=keymeshindices - ) - - # background - var backgroundmesh = newMesh( - positions= @[ - newVec3f(0'f32, 0'f32), - newVec3f(1'f32, 0'f32), - newVec3f(1'f32, 1'f32), - newVec3f(0'f32, 1'f32), - ], - colors= @[ - backgroundColor, - backgroundColor, - backgroundColor, - backgroundColor, - ], - indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], - ) + # define mesh objects + var + cursormesh = newMesh( + positions=positions, + colors=arrow_colors, + instanceCount=1, + ) + keyboardmesh = newMesh( + positions=keyvertexpos, + colors=keyvertexcolor, + indices=keymeshindices + ) + backgroundmesh = newMesh( + positions= @[ + newVec3f(0'f32, 0'f32), + newVec3f(1'f32, 0'f32), + newVec3f(1'f32, 1'f32), + newVec3f(0'f32, 1'f32), + ], + colors= @[ + backgroundColor, + backgroundColor, + backgroundColor, + backgroundColor, + ], + indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], + ) backgroundmesh.setInstanceData("transform", @[Unit4f32]) keyboardmesh.setInstanceData("transform", @[Unit4f32]) cursormesh.setInstanceData("transform", @[Unit4f32]) + # define mesh objects scene = newEntity("scene") scene.add newEntity("background", backgroundmesh) let keyboard = newEntity("keyboard", keyboardmesh) @@ -152,6 +151,7 @@ scene.add newEntity("keyboard-center", keyboard) scene.add newEntity("cursor", cursormesh) + # shaders const vertexInput = @[ attr[Vec3f]("position", memoryLocation=VRAM), @@ -175,24 +175,29 @@ outputs=fragOutput, main="color = vec4(outcolor, 1);" ) + + # set up rendering myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5))) myengine.addScene(scene, vertexInput, transformAttribute="transform") var projection = initShaderGlobal("projection", Unit4f32) scene.add projection - while myengine.running and not myengine.keyWasPressed(Escape): - myengine.updateInputs() - setValue[Mat4](projection.value, ortho[float32]( - 0'f32, float32(myengine.getWindow().size[0]), - 0'f32, float32(myengine.getWindow().size[1]), - 0'f32, 1'f32, - )) - let - mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) - winsize = myengine.getWindow().size - center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) + + # mainloop + while myengine.updateInputs() == Running: + if myengine.windowWasResized(): + setValue[Mat4](projection.value, ortho[float32]( + 0'f32, float32(myengine.getWindow().size[0]), + 0'f32, float32(myengine.getWindow().size[1]), + 0'f32, 1'f32, + )) + let + winsize = myengine.getWindow().size + center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) + scene.firstWithName("keyboard-center").transform = center + scene.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32) + + let mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) scene.firstWithName("cursor").transform = mousePos - scene.firstWithName("keyboard-center").transform = center - scene.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32) var mesh = Mesh(scene.firstWithName("keyboard").components[0]) for (index, key) in enumerate(keyIndices):