Mercurial > games > semicongine
view examples/input.nim @ 59:d7d9420ba675
did: use new vector and matrix names for simpler code
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 16:53:37 +0700 |
parents | 8287a91e5d56 |
children | c57285d292b6 |
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import std/times import std/strutils import std/enumerate import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[Vec2] color: ColorAttribute[Vec3] iscursor: GenericAttribute[int32] Uniforms = object projection: Descriptor[Mat44] cursor: Descriptor[Vec2] var pipeline: RenderPipeline[VertexDataA, Uniforms] uniforms: Uniforms proc globalUpdate(engine: var Engine, dt: float32) = uniforms.cursor.value[0] = float32(engine.input.mouseX) uniforms.cursor.value[1] = float32(engine.input.mouseY) uniforms.projection.value = ortho[float32]( 0'f32, float32(engine.vulkan.frameDimension.width), 0'f32, float32(engine.vulkan.frameDimension.height), 0'f32, 1'f32, ) echo uniforms.projection.value # echo uniforms.projection 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 cursormesh = new Mesh[VertexDataA] cursormesh.vertexData = VertexDataA( position: PositionAttribute[Vec2](data: shape), color: ColorAttribute[Vec3](data: colors), iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), ) # 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 cursor.parts.add cursormesh var box = new Thing var boxmesh = new Mesh[VertexDataA] boxmesh.vertexData = VertexDataA( position: PositionAttribute[Vec2](data: shape), color: ColorAttribute[Vec3](data: colors), iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), ) var scene = new Thing scene.children.add cursor # upload data, prepare shaders, etc const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" out_position = uniforms.projection * vec4(in_position + (uniforms.cursor * iscursor), 0, 1); """) 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()