Mercurial > games > semicongine
diff examples/E04_input.nim @ 604:fdd80220b5ff
did: update example 04
author | Sam <sam@basx.dev> |
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date | Tue, 25 Apr 2023 18:24:18 +0700 |
parents | 21c276c0a968 |
children | f41c1b78cf5b |
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--- a/examples/E04_input.nim Tue Apr 25 18:23:57 2023 +0700 +++ b/examples/E04_input.nim Tue Apr 25 18:24:18 2023 +0700 @@ -6,45 +6,29 @@ import semicongine -type - # define type of vertex - VertexDataA = object - position: PositionAttribute[Vec3] - color: ColorAttribute[Vec4] - transform: ModelTransformAttribute - Uniforms = object - projection: ViewProjectionTransform - const arrow = @[ - Vec3([-1'f32, -1'f32, 0'f32]), - Vec3([1'f32, -1'f32, 0'f32]), - Vec3([-0.3'f32, -0.3'f32, 0'f32]), - Vec3([-0.3'f32, -0.3'f32, 0'f32]), - Vec3([-1'f32, 1'f32, 0'f32]), - Vec3([-1'f32, -1'f32, 0'f32]), + newVec3f(-1, -1), + newVec3f(1, -1), + newVec3f(-0.3, -0.3), + newVec3f(-0.3, -0.3), + newVec3f(-1, 1), + newVec3f(-1, -1), ] # keyboard layout, specifying rows with key widths, negative numbers are empty spaces keyrows = ( - [1.0, -0.6, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, - 1.0, 1.0, -0.1, 1.0, 1.0, 1.0], - [1.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.8, -0.1, - 1.0, 1.0, 1.0], - [1.8, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.5, 1.0, - 1.0, 1.0], + [1.0, -0.6, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.5, 1.0, 1.0, 1.0, 1.0, -0.1, 1.0, 1.0, 1.0], + [1.2, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.8, -0.1, 1.0, 1.0, 1.0], + [1.8, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.5, 1.0, 1.0, 1.0], [2.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0], [2.6, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 2.8, -1.3, 1.0], [1.5, 1.5, 1.5, 6, 1.5, 1.5, -1.2, 1.5, -0.1, 1.0, 1.0, 1.0], ) keyDimension = 50'f32 keyGap = 10'f32 - backgroundColor = Vec4([0.6705882352941176'f32, 0.6078431372549019'f32, - 0.5882352941176471'f32, 0'f32]) - baseColor = Vec4([0.9411764705882353'f32, 0.9058823529411765'f32, - 0.8470588235294118'f32, 0'f32]) - activeColor = Vec4([0.6509803921568628'f32, 0.22745098039215686'f32, - 0.3137254901960784'f32, 0'f32]) - + backgroundColor = newVec3f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471) + baseColor = newVec3f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118'f32) + activeColor = newVec3f(0.6509803921568628'f32, 0.22745098039215686, 0.3137254901960784'f32) arrow_colors = @[ baseColor * 0.9'f32, baseColor * 0.9'f32, @@ -73,13 +57,11 @@ ] var - pipeline: RenderPipeline[VertexDataA, Uniforms] - uniforms: Uniforms - scene: Thing - keyvertexpos: seq[Vec3] - keyvertexcolor: seq[Vec4] + scene: Entity + keyvertexpos: seq[Vec3f] + keyvertexcolor: seq[Vec3f] keymeshindices: seq[array[3, uint16]] - rowpos = Vec2([0'f32, 0'f32]) + rowpos = newVec2f(0, 0) i = 0'u16 firstRow = true rowWidth = 0'f32 @@ -88,14 +70,13 @@ let keySpace = float32(keyDimension * key) if key > 0: if keyIndices[i div 4] == Enter: - keyvertexpos.add Vec3([rowpos[0], rowpos[1] - keyDimension - keyGap, 0'f32]) - keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] - keyDimension - - keyGap, 0'f32]) + keyvertexpos.add newVec3f(rowpos[0], rowpos[1] - keyDimension - keyGap) + keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] - keyDimension - keyGap) else: - keyvertexpos.add Vec3([rowpos[0], rowpos[1], 0'f32]) - keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1], 0'f32]) - keyvertexpos.add Vec3([rowpos[0] + keySpace, rowpos[1] + keyDimension, 0'f32]) - keyvertexpos.add Vec3([rowpos[0], rowpos[1] + keyDimension, 0'f32]) + keyvertexpos.add newVec3f(rowpos[0], rowpos[1]) + keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1]) + keyvertexpos.add newVec3f(rowpos[0] + keySpace, rowpos[1] + keyDimension) + keyvertexpos.add newVec3f(rowpos[0], rowpos[1] + keyDimension) keyvertexcolor.add [baseColor, baseColor, baseColor, baseColor] keymeshindices.add [i, i + 1, i + 2] keymeshindices.add [i + 2, i + 3, i] @@ -110,55 +91,10 @@ firstRow = false -proc globalUpdate(engine: var Engine, t, dt: float32) = - uniforms.projection.value = ortho[float32]( - 0'f32, float32(engine.vulkan.frameSize.x), - 0'f32, float32(engine.vulkan.frameSize.y), - 0'f32, 1'f32, - ) - engine.vulkan.device.updateUniformData(pipeline, uniforms) - - let - mousePos = translate3d(engine.input.mousePos.x + 20, - engine.input.mousePos.y + 20, 0'f32) - winsize = engine.window.size - center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / - 2'f32, 0.1'f32) - scene.firstWithName("cursor").transform = mousePos - scene.firstWithName("keyboard-center").transform = center - scene.firstWithName("background").transform = scale3d(float32(winsize[0]), - float32(winsize[1]), 0'f32) - var mesh = Mesh[VertexDataA, uint16](scene.firstWithName("keyboard").parts[0]) - var hadUpdate = false - for (index, key) in enumerate(keyIndices): - if key in engine.input.keysPressed: - let baseIndex = index * 4 - mesh.vertexData.color.data[baseIndex + 0] = activeColor - mesh.vertexData.color.data[baseIndex + 1] = activeColor - mesh.vertexData.color.data[baseIndex + 2] = activeColor - mesh.vertexData.color.data[baseIndex + 3] = activeColor - hadUpdate = true - if key in engine.input.keysReleased: - let baseIndex = index * 4 - mesh.vertexData.color.data[baseIndex + 0] = baseColor - mesh.vertexData.color.data[baseIndex + 1] = baseColor - mesh.vertexData.color.data[baseIndex + 2] = baseColor - mesh.vertexData.color.data[baseIndex + 3] = baseColor - hadUpdate = true - if hadUpdate: - engine.vulkan.device.updateVertexData(mesh.vertexData.color) - when isMainModule: - var myengine = igniteEngine("Input") + var myengine = initEngine("Input") - # cursor - var cursormesh = new Mesh[VertexDataA, uint16] - cursormesh.vertexData = VertexDataA( - position: PositionAttribute[Vec3](data: arrow, useOnDeviceMemory: true), - color: ColorAttribute[Vec4](data: arrow_colors), - transform: ModelTransformAttribute(data: @[Unit44]), - ) # transform the cursor a bit to make it look nice let cursorscale = ( scale2d(20'f32, 20'f32) * @@ -167,60 +103,112 @@ scale2d(0.5'f32, 1'f32) * rotate2d(float32(PI) / 4'f32) ) - for i in 0 ..< cursormesh.vertexData.position.data.len: - let pos = Vec3([cursormesh.vertexData.position.data[i][0], - cursormesh.vertexData.position.data[i][1], 0'f32]) - cursormesh.vertexData.position.data[i] = (cursorscale * pos) + 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 = new Mesh[VertexDataA, uint16] - keyboardmesh.indexed = true - keyboardmesh.vertexData = VertexDataA( - position: PositionAttribute[Vec3](data: keyvertexpos, - useOnDeviceMemory: true), - color: ColorAttribute[Vec4](data: keyvertexcolor), - transform: ModelTransformAttribute(data: @[Unit44]), + var keyboardmesh = newMesh( + positions=keyvertexpos, + colors=keyvertexcolor, + indices=keymeshindices ) - keyboardmesh.indices = keymeshindices # background - var backgroundmesh = new Mesh[VertexDataA, uint16] - backgroundmesh.indexed = true - backgroundmesh.indices = @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]] - backgroundmesh.vertexData = VertexDataA( - position: PositionAttribute[Vec3](data: @[ - Vec3([0'f32, 0'f32, 0'f32]), - Vec3([1'f32, 0'f32, 0'f32]), - Vec3([1'f32, 1'f32, 0'f32]), - Vec3([0'f32, 1'f32, 0'f32]), - ], useOnDeviceMemory: true), - color: ColorAttribute[Vec4](data: @[ + 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, - ]), - transform: ModelTransformAttribute(data: @[Unit44]), + ], + indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], ) - scene = newThing("scene") - scene.add newThing("background", backgroundmesh) - let keyboard = newThing("keyboard", keyboardmesh) - keyboard.transform = translate3d(-float32(rowWidth) / 2'f32, -float32( - tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32) - scene.add newThing("keyboard-center", keyboard) - scene.add newThing("cursor", cursormesh) + backgroundmesh.setInstanceData("transform", @[Unit4f32]) + keyboardmesh.setInstanceData("transform", @[Unit4f32]) + cursormesh.setInstanceData("transform", @[Unit4f32]) + + scene = newEntity("scene") + scene.add newEntity("background", backgroundmesh) + let keyboard = newEntity("keyboard", keyboardmesh) + keyboard.transform = translate3d( + -float32(rowWidth) / 2'f32, + -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, + 0'f32 + ) + scene.add newEntity("keyboard-center", keyboard) + scene.add newEntity("cursor", cursormesh) - # upload data, prepare shaders, etc - const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() - const fragmentShader = generateFragmentShaderCode[VertexDataA]() - pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( - myengine, - scene, - vertexShader, - fragmentShader - ) - # show something - myengine.run(pipeline, globalUpdate) - pipeline.trash() - myengine.trash() + 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);" + ) + 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) + 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): + 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) + 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) + + myengine.renderScene(scene) + + myengine.destroy()