Mercurial > games > semicongine
view examples/input.nim @ 60:c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
author | Sam <sam@basx.dev> |
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date | Sun, 22 Jan 2023 22:46:53 +0700 |
parents | d7d9420ba675 |
children |
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import std/strutils import std/times import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[Vec2] color: ColorAttribute[Vec3] # transform: ModelTransformAttribute # TODO: make this somehow a single vertex attribute m1: GenericInstanceAttribute[Vec4] m2: GenericInstanceAttribute[Vec4] m3: GenericInstanceAttribute[Vec4] m4: GenericInstanceAttribute[Vec4] Uniforms = object projection: Descriptor[Mat44] cursor: Descriptor[Vec2] var pipeline: RenderPipeline[VertexDataA, Uniforms] uniforms: Uniforms scene: Thing time: float proc globalUpdate(engine: var Engine, dt: float32) = time += dt uniforms.cursor.value = engine.input.mousePos 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 cursor = firstPartWithName[Mesh[VertexDataA]](scene, "cursor") if cursor != nil: for c in cursor.vertexData.color.data.mitems: c[1] = (sin(time * 8) * 0.5 + 0.5) * 0.2 c[2] = (sin(time * 8) * 0.5 + 0.5) * 0.2 engine.vulkan.device.updateVertexData(cursor.vertexData.color) var trans = Unit44 * translate3d(engine.input.mousePos.x, engine.input.mousePos.y, 0'f32) cursor.vertexData.m1.data = @[trans.col(0)] cursor.vertexData.m2.data = @[trans.col(1)] cursor.vertexData.m3.data = @[trans.col(2)] cursor.vertexData.m4.data = @[trans.col(3)] engine.vulkan.device.updateVertexData(cursor.vertexData.m1) engine.vulkan.device.updateVertexData(cursor.vertexData.m2) engine.vulkan.device.updateVertexData(cursor.vertexData.m3) engine.vulkan.device.updateVertexData(cursor.vertexData.m4) 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") var cursormesh = new Mesh[VertexDataA] cursormesh.vertexData = VertexDataA( position: PositionAttribute[Vec2](data: shape, useOnDeviceMemory: true), color: ColorAttribute[Vec3](data: colors), # transform: ModelTransformAttribute(data: @[Unit44]), m1: GenericInstanceAttribute[Vec4](data: @[Unit44.row(0)]), m2: GenericInstanceAttribute[Vec4](data: @[Unit44.row(1)]), m3: GenericInstanceAttribute[Vec4](data: @[Unit44.row(2)]), m4: GenericInstanceAttribute[Vec4](data: @[Unit44.row(3)]), ) # transform the cursor a bit to make it look nice for i in 0 ..< cursormesh.vertexData.position.data.len: let cursorscale = ( scale2d(20'f32, 20'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([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 1'f32]) cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy var boxmesh = new Mesh[VertexDataA] boxmesh.vertexData = VertexDataA( position: PositionAttribute[Vec2](data: shape), color: ColorAttribute[Vec3](data: colors), # transform: ModelTransformAttribute(data: @[Unit44]), m1: GenericInstanceAttribute[Vec4](data: @[Unit44.row(0)]), m2: GenericInstanceAttribute[Vec4](data: @[Unit44.row(1)]), m3: GenericInstanceAttribute[Vec4](data: @[Unit44.row(2)]), m4: GenericInstanceAttribute[Vec4](data: @[Unit44.row(3)]), ) for i in 0 ..< boxmesh.vertexData.position.data.len: let boxscale = translate2d(100'f32, 100'f32) * scale2d(100'f32, 100'f32) let pos = Vec3([boxmesh.vertexData.position.data[i][0], boxmesh.vertexData.position.data[i][1], 1'f32]) boxmesh.vertexData.position.data[i] = (boxscale * pos).xy echo boxmesh.vertexData.position.data scene = newThing("scene") scene.add newThing("cursor", cursormesh) scene.add newThing("a box", boxmesh, newTransform(Unit44), newTransform( translate3d(1'f32, 0'f32, 0'f32))) scene.add newTransform(scale3d(1.5'f32, 1.5'f32, 1.5'f32)) # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" mat4 mat = mat4(m1, m2, m3, m4); out_position = uniforms.projection * mat * vec4(position, 0, 1); """) echo vertexShader const fragmentShader = generateFragmentShaderCode[VertexDataA]() pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( myengine, scene, vertexShader, fragmentShader ) # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()