# HG changeset patch # User Sam # Date 1674150115 -25200 # Node ID 836790efab4890c374d1167a6305d21371beb1a7 # Parent fe0cad0ecf673bfaf36884224cf3648531a5bd5e did: cleanup main namespace, add: better coordinate handling in input example diff -r fe0cad0ecf67 -r 836790efab48 examples/alotof_triangles.nim --- a/examples/alotof_triangles.nim Thu Jan 19 22:55:56 2023 +0700 +++ b/examples/alotof_triangles.nim Fri Jan 20 00:41:55 2023 +0700 @@ -4,14 +4,7 @@ import std/random 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 type VertexDataA = object diff -r fe0cad0ecf67 -r 836790efab48 examples/hello_cube.nim --- a/examples/hello_cube.nim Thu Jan 19 22:55:56 2023 +0700 +++ b/examples/hello_cube.nim Fri Jan 20 00:41:55 2023 +0700 @@ -12,15 +12,7 @@ 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 +import semicongine type # define type of vertex diff -r fe0cad0ecf67 -r 836790efab48 examples/hello_triangle.nim --- a/examples/hello_triangle.nim Thu Jan 19 22:55:56 2023 +0700 +++ b/examples/hello_triangle.nim Fri Jan 20 00:41:55 2023 +0700 @@ -2,15 +2,7 @@ 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 +import semicongine type # define type of vertex diff -r fe0cad0ecf67 -r 836790efab48 examples/input.nim --- a/examples/input.nim Thu Jan 19 22:55:56 2023 +0700 +++ b/examples/input.nim Fri Jan 20 00:41:55 2023 +0700 @@ -2,35 +2,33 @@ 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 +import semicongine type # define type of vertex VertexDataA = object position: PositionAttribute[Vec2[float32]] color: ColorAttribute[Vec3[float32]] + translate: InstanceAttribute[Vec2[float32]] Uniforms = object + projection: Descriptor[Mat44[float32]] 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 + 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) @@ -62,11 +60,12 @@ cursorpart.vertexData = VertexDataA( position: PositionAttribute[Vec2[float32]](data: shape), color: ColorAttribute[Vec3[float32]](data: colors), + translate: InstanceAttribute[Vec2[float32]](data: @[Vec2[float32]([100'f32, 100'f32])]), ) # 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) * + scale2d(20'f32, 20'f32) * translate2d(1'f32, 1'f32) * rotate2d(-float32(PI) / 4'f32) * scale2d(0.5'f32, 1'f32) * @@ -81,8 +80,7 @@ # 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; + out_position = uniforms.projection * vec4(in_position + uniforms.cursor, 0, 1); """) const fragmentShader = generateFragmentShaderCode[VertexDataA]() echo vertexShader diff -r fe0cad0ecf67 -r 836790efab48 examples/squares.nim --- a/examples/squares.nim Thu Jan 19 22:55:56 2023 +0700 +++ b/examples/squares.nim Fri Jan 20 00:41:55 2023 +0700 @@ -4,15 +4,7 @@ import std/random 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 +import semicongine type VertexDataA = object diff -r fe0cad0ecf67 -r 836790efab48 src/semicongine.nim --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/semicongine.nim Fri Jan 20 00:41:55 2023 +0700 @@ -0,0 +1,21 @@ +import semicongine/math/vector +import semicongine/math/matrix +import semicongine/engine +import semicongine/vertex +import semicongine/descriptor +import semicongine/mesh +import semicongine/thing +import semicongine/shader +import semicongine/buffer +import semicongine/events + +export vector +export matrix +export engine +export vertex +export descriptor +export mesh +export thing +export shader +export buffer +export events diff -r fe0cad0ecf67 -r 836790efab48 src/semicongine/math/matrix.nim --- a/src/semicongine/math/matrix.nim Thu Jan 19 22:55:56 2023 +0700 +++ b/src/semicongine/math/matrix.nim Fri Jan 20 00:41:55 2023 +0700 @@ -382,10 +382,10 @@ T(0), T(0), T(1), T(1), ]) -func ortho*[T: SomeFloat](left, right, bottom, top, zNear, zFar: T): Mat44[T] = +func ortho*[T: SomeFloat](left, right, top, bottom, zNear, zFar: T): Mat44[T] = Mat44[T](data:[ T(2) / (right - left), T(0), T(0), -(right + left) / (right - left), - T(0), T(2) / (top - bottom), T(0), -(top + bottom) / (top - bottom), + T(0), T(2) / (bottom - top), T(0), -(bottom + top) / (bottom - top), T(0), T(0), T(1) / (zFar - zNear), -zNear / (zFar - zNear), - T(0), T(0), T(1), T(1), + T(0), T(0), T(1), T(1), ])