Mercurial > games > semicongine
view examples/input.nim @ 40:2771db8d4276
did: rename project
author | Sam <sam@basx.dev> |
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date | Wed, 18 Jan 2023 13:52:48 +0700 |
parents | c3c963e7c1a6 |
children | 94d7eed3f118 |
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import std/times 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 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()