Mercurial > games > semicongine
view semicongine/engine.nim @ 1049:93623146dd61
fix: last commit was actually only relevant for ARM, also adjust validation outputs
author | sam <sam@basx.dev> |
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date | Fri, 29 Mar 2024 15:44:17 +0700 |
parents | e02d8e65d68e |
children | e3ef8ebdda46 |
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{.experimental: "codeReordering".} import std/options import std/sequtils import std/logging import std/os import ./platform/window import ./core import ./vulkan/instance import ./vulkan/device import ./vulkan/physicaldevice import ./vulkan/shader import ./scene import ./material import ./renderer import ./events import ./audio import ./text import ./panel type EngineState* = enum Starting Running Shutdown Input = object keyIsDown: set[Key] keyWasPressed: set[Key] keyWasReleased: set[Key] mouseIsDown: set[MouseButton] mouseWasPressed: set[MouseButton] mouseWasReleased: set[MouseButton] mousePosition: Vec2f mouseMove: Vec2f eventsProcessed: uint64 windowWasResized: bool mouseWheel: float32 Engine* = object state*: EngineState device: Device debugger: Debugger instance: Instance window: NativeWindow renderer: Option[Renderer] input: Input exitHandler: proc(engine: var Engine) resizeHandler: proc(engine: var Engine) eventHandler: proc(engine: var Engine, event: Event) fullscreen: bool proc destroy*(engine: var Engine) = checkVkResult engine.device.vk.vkDeviceWaitIdle() if engine.renderer.isSome: engine.renderer.get.destroy() engine.device.destroy() if engine.debugger.messenger.valid: engine.debugger.destroy() engine.window.destroy() engine.instance.destroy() proc initEngine*( applicationName: string, debug = DEBUG, exitHandler: proc(engine: var Engine) = nil, resizeHandler: proc(engine: var Engine) = nil, eventHandler: proc(engine: var Engine, event: Event) = nil, vulkanVersion = VK_MAKE_API_VERSION(0, 1, 3, 0), vulkanLayers: openArray[string] = [], ): Engine = echo "Set log level to ", ENGINE_LOGLEVEL setLogFilter(ENGINE_LOGLEVEL) result.state = Starting result.exitHandler = exitHandler result.resizeHandler = resizeHandler result.eventHandler = eventHandler result.window = createWindow(applicationName) var layers = @vulkanLayers instanceExtensions: seq[string] if debug: instanceExtensions.add "VK_EXT_debug_utils" layers.add "VK_LAYER_KHRONOS_validation" # putEnv("VK_LAYER_ENABLES", "VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT") putEnv("VK_LAYER_ENABLES", "VALIDATION_CHECK_ENABLE_VENDOR_SPECIFIC_AMD,VALIDATION_CHECK_ENABLE_VENDOR_SPECIFIC_NVIDIA,VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXTVK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT,VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT") if defined(linux) and DEBUG: layers.add "VK_LAYER_MESA_overlay" result.instance = result.window.createInstance( vulkanVersion = vulkanVersion, instanceExtensions = instanceExtensions, layers = layers, ) if debug: result.debugger = result.instance.createDebugMessenger() # create devices let selectedPhysicalDevice = result.instance.getPhysicalDevices().filterBestGraphics() result.device = result.instance.createDevice( selectedPhysicalDevice, enabledLayers = @[], enabledExtensions = @[], selectedPhysicalDevice.filterForGraphicsPresentationQueues() ) startMixerThread() proc initRenderer*(engine: var Engine, shaders: openArray[(MaterialType, ShaderConfiguration)], clearColor = Vec4f([0.8'f32, 0.8'f32, 0.8'f32, 1'f32]), backFaceCulling = true) = assert not engine.renderer.isSome var allShaders = @shaders if not shaders.mapIt(it[0]).contains(EMPTY_MATERIAL): allShaders.add (EMPTY_MATERIAL, EMPTY_SHADER) if not shaders.mapIt(it[0]).contains(PANEL_MATERIAL_TYPE): allShaders.add (PANEL_MATERIAL_TYPE, PANEL_SHADER) if not shaders.mapIt(it[0]).contains(TEXT_MATERIAL_TYPE): allShaders.add (TEXT_MATERIAL_TYPE, TEXT_SHADER) engine.renderer = some(engine.device.initRenderer(shaders = allShaders, clearColor = clearColor, backFaceCulling = backFaceCulling)) proc initRenderer*(engine: var Engine, clearColor = Vec4f([0.8'f32, 0.8'f32, 0.8'f32, 1'f32])) = engine.initRenderer(@[], clearColor) proc loadScene*(engine: var Engine, scene: var Scene) = assert engine.renderer.isSome assert not scene.loaded scene.addShaderGlobal(ASPECT_RATIO_ATTRIBUTE, engine.getAspectRatio) engine.renderer.get.setupDrawableBuffers(scene) engine.renderer.get.updateMeshData(scene, forceAll = true) engine.renderer.get.updateUniformData(scene, forceAll = true) proc unloadScene*(engine: var Engine, scene: Scene) = engine.renderer.get.destroy(scene) proc renderScene*(engine: var Engine, scene: var Scene) = assert engine.state == Running assert engine.renderer.isSome scene.setShaderGlobal(ASPECT_RATIO_ATTRIBUTE, engine.getAspectRatio) engine.renderer.get.updateMeshData(scene) engine.renderer.get.updateUniformData(scene) engine.renderer.get.render(scene) proc updateInputs*(engine: var Engine): EngineState = assert engine.state in [Starting, Running] # reset input states engine.input.keyWasPressed = {} engine.input.keyWasReleased = {} engine.input.mouseWasPressed = {} engine.input.mouseWasReleased = {} engine.input.mouseWheel = 0 engine.input.mouseMove = newVec2f() engine.input.windowWasResized = false if engine.state == Starting: engine.input.windowWasResized = true var mpos = engine.window.getMousePosition() if mpos.isSome: engine.input.mousePosition = mpos.get var killed = false for event in engine.window.pendingEvents(): inc engine.input.eventsProcessed if engine.eventHandler != nil: engine.eventHandler(engine, event) case event.eventType: of Quit: killed = true of ResizedWindow: engine.input.windowWasResized = true of KeyPressed: engine.input.keyWasPressed.incl event.key engine.input.keyIsDown.incl event.key of KeyReleased: engine.input.keyWasReleased.incl event.key engine.input.keyIsDown.excl event.key of MousePressed: engine.input.mouseWasPressed.incl event.button engine.input.mouseIsDown.incl event.button of MouseReleased: engine.input.mouseWasReleased.incl event.button engine.input.mouseIsDown.excl event.button of MouseMoved: let newPos = newVec2(float32(event.x), float32(event.y)) engine.input.mouseMove = newPos - engine.input.mousePosition engine.input.mousePosition = newPos of MouseWheel: engine.input.mouseWheel = event.amount if engine.state == Starting: engine.state = Running if killed: engine.state = Shutdown if engine.exitHandler != nil: engine.exitHandler(engine) if engine.input.windowWasResized and engine.resizeHandler != nil: engine.resizeHandler(engine) return engine.state # wrappers for internal things func keyIsDown*(engine: Engine, key: Key): auto = key in engine.input.keyIsDown func keyWasPressed*(engine: Engine, key: Key): auto = key in engine.input.keyWasPressed func keyWasPressed*(engine: Engine): auto = engine.input.keyWasPressed.len > 0 func keyWasReleased*(engine: Engine, key: Key): auto = key in engine.input.keyWasReleased func mouseIsDown*(engine: Engine, button: MouseButton): auto = button in engine.input.mouseIsDown func mouseWasPressed*(engine: Engine, button: MouseButton): auto = button in engine.input.mouseWasPressed func mouseWasReleased*(engine: Engine, button: MouseButton): auto = button in engine.input.mouseWasReleased func mousePosition*(engine: Engine): auto = engine.input.mousePosition func mousePositionNormalized*(engine: Engine): Vec2f = result.x = (engine.input.mousePosition.x / float32(engine.window.size[0])) * 2.0 - 1.0 result.y = (engine.input.mousePosition.y / float32(engine.window.size[1])) * 2.0 - 1.0 func mouseMove*(engine: Engine): auto = engine.input.mouseMove func mouseWheel*(engine: Engine): auto = engine.input.mouseWheel func eventsProcessed*(engine: Engine): auto = engine.input.eventsProcessed func framesRendered*(engine: Engine): uint64 = (if engine.renderer.isSome: engine.renderer.get.framesRendered else: 0) func gpuDevice*(engine: Engine): Device = engine.device func getWindow*(engine: Engine): auto = engine.window func getAspectRatio*(engine: Engine): float32 = engine.getWindow().size[0] / engine.getWindow().size[1] func windowWasResized*(engine: Engine): auto = engine.input.windowWasResized func showSystemCursor*(engine: Engine) = engine.window.showSystemCursor() func hideSystemCursor*(engine: Engine) = engine.window.hideSystemCursor() func fullscreen*(engine: Engine): bool = engine.fullscreen proc `fullscreen=`*(engine: var Engine, enable: bool) = if enable != engine.fullscreen: engine.fullscreen = enable engine.window.fullscreen(engine.fullscreen) func limits*(engine: Engine): VkPhysicalDeviceLimits = engine.gpuDevice().physicalDevice.properties.limits proc processEvents*(engine: Engine, panel: var Panel) = let hasMouseNow = panel.contains(engine.mousePositionNormalized, engine.getAspectRatio) # enter/leave events if hasMouseNow: if panel.hasMouse: if panel.onMouseMove != nil: panel.onMouseMove(panel) else: if panel.onMouseEnter != nil: panel.onMouseEnter(panel) else: if panel.hasMouse: if panel.onMouseLeave != nil: panel.onMouseLeave(panel) # button events if hasMouseNow: if engine.input.mouseWasPressed.len > 0: if panel.onMouseDown != nil: panel.onMouseDown(panel, engine.input.mouseWasPressed) if engine.input.mouseWasReleased.len > 0: if panel.onMouseUp != nil: panel.onMouseUp(panel, engine.input.mouseWasReleased) panel.hasMouse = hasMouseNow