# HG changeset patch # User Sam # Date 1682450143 -25200 # Node ID a4e6e76128e6198e45d903c54739ba03aec18fff # Parent 01881f9296fa0a02558d1699da6880e1ffd5b369 add: upgrade all simple examples to new engine version diff -r 01881f9296fa -r a4e6e76128e6 examples/E01_hello_triangle.nim --- a/examples/E01_hello_triangle.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/examples/E01_hello_triangle.nim Wed Apr 26 02:15:43 2023 +0700 @@ -38,8 +38,7 @@ myengine.setRenderer(renderPass) myengine.addScene(triangle, vertexInput) -while myengine.running and not myengine.keyWasPressed(Escape): - myengine.updateInputs() +while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): myengine.renderScene(triangle) myengine.destroy() diff -r 01881f9296fa -r a4e6e76128e6 examples/E02_squares.nim --- a/examples/E02_squares.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/examples/E02_squares.nim Wed Apr 26 02:15:43 2023 +0700 @@ -93,8 +93,7 @@ myengine.addScene(scene, vertexInput) var time = initShaderGlobal("time", 0.0'f32) scene.components.add time - while myengine.running and not myengine.keyWasPressed(Escape): - myengine.updateInputs() + while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): setValue[float32](time.value, get[float32](time.value) + 0.0005) myengine.renderScene(scene) diff -r 01881f9296fa -r a4e6e76128e6 examples/E03_hello_cube.nim --- a/examples/E03_hello_cube.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/examples/E03_hello_cube.nim Wed Apr 26 02:15:43 2023 +0700 @@ -87,8 +87,7 @@ myengine.addScene(cube, vertexInput) var t: float32 = cpuTime() - while myengine.running and not myengine.keyWasPressed(Escape): - myengine.updateInputs() + while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): setValue[Mat4](model.value, translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) setValue[Mat4]( projection.value, diff -r 01881f9296fa -r a4e6e76128e6 examples/E04_input.nim --- a/examples/E04_input.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/examples/E04_input.nim Wed Apr 26 02:15:43 2023 +0700 @@ -56,6 +56,7 @@ CtrlL, SuperL, AltL, Space, AltR, SuperR, CtrlR, Left, Down, Right ] +# build keyboard and cursor meshes var scene: Entity keyvertexpos: seq[Vec3f] @@ -91,7 +92,6 @@ firstRow = false - when isMainModule: var myengine = initEngine("Input") @@ -106,41 +106,40 @@ var positions = arrow for i in 0 ..< positions.len: positions[i] = cursorscale * newVec3f(positions[i].x, positions[i].y) - # cursor - var cursormesh = newMesh( - positions=positions, - colors=arrow_colors, - instanceCount=1, - ) - # keyboard - var keyboardmesh = newMesh( - positions=keyvertexpos, - colors=keyvertexcolor, - indices=keymeshindices - ) - - # background - var backgroundmesh = newMesh( - positions= @[ - newVec3f(0'f32, 0'f32), - newVec3f(1'f32, 0'f32), - newVec3f(1'f32, 1'f32), - newVec3f(0'f32, 1'f32), - ], - colors= @[ - backgroundColor, - backgroundColor, - backgroundColor, - backgroundColor, - ], - indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], - ) + # define mesh objects + var + cursormesh = newMesh( + positions=positions, + colors=arrow_colors, + instanceCount=1, + ) + keyboardmesh = newMesh( + positions=keyvertexpos, + colors=keyvertexcolor, + indices=keymeshindices + ) + backgroundmesh = newMesh( + positions= @[ + newVec3f(0'f32, 0'f32), + newVec3f(1'f32, 0'f32), + newVec3f(1'f32, 1'f32), + newVec3f(0'f32, 1'f32), + ], + colors= @[ + backgroundColor, + backgroundColor, + backgroundColor, + backgroundColor, + ], + indices= @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], + ) backgroundmesh.setInstanceData("transform", @[Unit4f32]) keyboardmesh.setInstanceData("transform", @[Unit4f32]) cursormesh.setInstanceData("transform", @[Unit4f32]) + # define mesh objects scene = newEntity("scene") scene.add newEntity("background", backgroundmesh) let keyboard = newEntity("keyboard", keyboardmesh) @@ -152,6 +151,7 @@ scene.add newEntity("keyboard-center", keyboard) scene.add newEntity("cursor", cursormesh) + # shaders const vertexInput = @[ attr[Vec3f]("position", memoryLocation=VRAM), @@ -175,24 +175,29 @@ outputs=fragOutput, main="color = vec4(outcolor, 1);" ) + + # set up rendering myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0.5))) myengine.addScene(scene, vertexInput, transformAttribute="transform") var projection = initShaderGlobal("projection", Unit4f32) scene.add projection - while myengine.running and not myengine.keyWasPressed(Escape): - myengine.updateInputs() - setValue[Mat4](projection.value, ortho[float32]( - 0'f32, float32(myengine.getWindow().size[0]), - 0'f32, float32(myengine.getWindow().size[1]), - 0'f32, 1'f32, - )) - let - mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) - winsize = myengine.getWindow().size - center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) + + # mainloop + while myengine.updateInputs() == Running: + if myengine.windowWasResized(): + setValue[Mat4](projection.value, ortho[float32]( + 0'f32, float32(myengine.getWindow().size[0]), + 0'f32, float32(myengine.getWindow().size[1]), + 0'f32, 1'f32, + )) + let + winsize = myengine.getWindow().size + center = translate3d(float32(winsize[0]) / 2'f32, float32(winsize[1]) / 2'f32, 0.1'f32) + scene.firstWithName("keyboard-center").transform = center + scene.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32) + + let mousePos = translate3d(myengine.mousePosition().x + 20, myengine.mousePosition().y + 20, 0'f32) scene.firstWithName("cursor").transform = mousePos - scene.firstWithName("keyboard-center").transform = center - scene.firstWithName("background").transform = scale3d(float32(winsize[0]), float32(winsize[1]), 1'f32) var mesh = Mesh(scene.firstWithName("keyboard").components[0]) for (index, key) in enumerate(keyIndices): diff -r 01881f9296fa -r a4e6e76128e6 examples/E10_pong.nim --- a/examples/E10_pong.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/examples/E10_pong.nim Wed Apr 26 02:15:43 2023 +0700 @@ -1,13 +1,5 @@ import semicongine -type - Vertex = object - position: PositionAttribute[Vec2] - color: ColorAttribute[Vec3] - transform: ModelTransformAttribute - Uniforms = object - view: ViewProjectionTransform - const barcolor = RGBfromHex("5A3F00").gamma(2.2) barSize = 0.1'f @@ -18,14 +10,11 @@ backgroundColor = RGBAfromHex("FAC034").gamma(2.2) ballSpeed = 60'f -echo RGBAfromHex("FAC034") -echo RGBAfromHex("FAC034").gamma(2.2) var - uniforms = Uniforms() - pipeline: RenderPipeline[Vertex, Uniforms] - level: Thing - ballVelocity = Vec2([1'f, 1'f]).normalized * ballSpeed + level: Entity + ballVelocity = newVec2f(1, 1).normalized * ballSpeed +#[ proc globalUpdate(engine: var Engine; t, dt: float32) = var height = float32(engine.vulkan.frameSize.y) / float32( engine.vulkan.frameSize.x) @@ -68,43 +57,30 @@ ballBottom = ball.transform.col(3).y + ballSize/2 if ballTop >= barTop and ballBottom <= barBottom: ballVelocity[0] = abs(ballVelocity[0]) - +]# when isMainModule: - var myengine = igniteEngine("Pong") - myengine.maxFPS = 61 - level = newThing("Level") - var playerbarmesh = quad[Vertex, Vec2, float32]() + var myengine = initEngine("Pong") + level = newEntity("Level") + var playerbarmesh = rect() playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, barcolor] - playerbarmesh.vertexData.transform.data = @[Unit44] - var playerbar = newThing("playerbar", playerbarmesh) - playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, - 0'f, 0'f) - var player = newThing("player", playerbar) + var playerbar = newEntity("playerbar", playerbarmesh) + playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) + var player = newEntity("player", playerbar) player.transform = translate3d(0'f, 0.3'f, 0'f) level.add player - var ballmesh = circle[Vertex, Vec2, float32]() - ballmesh.vertexData.color.data = newSeq[Vec3]( - ballmesh.vertexData.position.data.len) + var ballmesh = circle() + ballmesh.vertexData.color.data = newSeq[Vec3](ballmesh.vertexData.position.data.len) for i in 0 ..< ballmesh.vertexData.color.data.len: ballmesh.vertexData.color.data[i] = ballcolor ballmesh.vertexData.transform.data = @[Unit44] - var ball = newThing("ball", ballmesh) + var ball = newEntity("ball", ballmesh) ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) level.add ball - # upload data, prepare shaders, etc - const vertexShader = generateVertexShaderCode[Vertex, Uniforms]() - const fragmentShader = generateFragmentShaderCode[Vertex]() - pipeline = setupPipeline[Vertex, Uniforms, uint16]( - myengine, - level, - vertexShader, - fragmentShader - ) pipeline.clearColor = backgroundColor # show something myengine.run(pipeline, globalUpdate) - pipeline.trash() - myengine.trash() + + myengine.destroy() diff -r 01881f9296fa -r a4e6e76128e6 src/semicongine/engine.nim --- a/src/semicongine/engine.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/src/semicongine/engine.nim Wed Apr 26 02:15:43 2023 +0700 @@ -16,6 +16,11 @@ import ./math type + EngineState* = enum + Starting + Running + Shutdown + Destroyed Input = object keyIsDown: set[Key] keyWasPressed: set[Key] @@ -27,7 +32,7 @@ eventsProcessed: uint64 windowWasResized: bool Engine* = object - running*: bool + state*: EngineState device: Device debugger: Debugger instance: Instance @@ -47,7 +52,7 @@ engine.debugger.destroy() engine.window.destroy() engine.instance.destroy() - engine.running = false + engine.state = Destroyed proc initEngine*( @@ -57,7 +62,7 @@ resizeHandler: proc(engine: var Engine) = nil, eventHandler: proc(engine: var Engine, event: Event) = nil ): Engine = - result.running = true + result.state = Starting result.exitHandler = exitHandler result.resizeHandler = resizeHandler result.eventHandler = eventHandler @@ -87,27 +92,29 @@ ) proc setRenderer*(engine: var Engine, renderPass: RenderPass) = + assert engine.state != Destroyed engine.renderer = engine.device.initRenderer(renderPass) proc addScene*(engine: var Engine, scene: Entity, vertexInput: seq[ShaderAttribute], transformAttribute="") = - assert transformAttribute in map(vertexInput, proc(a: ShaderAttribute): string = a.name) + assert engine.state != Destroyed + assert transformAttribute == "" or transformAttribute in map(vertexInput, proc(a: ShaderAttribute): string = a.name) engine.renderer.setupDrawableBuffers(scene, vertexInput, transformAttribute=transformAttribute) proc renderScene*(engine: var Engine, scene: Entity) = + assert engine.state == Running assert engine.renderer.valid - if engine.running: + if engine.state == Running: engine.renderer.refreshMeshData(scene) engine.renderer.render(scene) -proc updateInputs*(engine: var Engine) = - if not engine.running: - return +proc updateInputs*(engine: var Engine): EngineState = + assert engine.state in [Starting, Running] engine.input.keyWasPressed = {} engine.input.keyWasReleased = {} engine.input.mouseWasPressed = {} engine.input.mouseWasReleased = {} - engine.input.windowWasResized = false + engine.input.windowWasResized = engine.state == Starting var killed = false for event in engine.window.pendingEvents(): @@ -133,12 +140,15 @@ engine.input.mouseIsDown.excl event.button of MouseMoved: engine.input.mousePosition = newVec2(float32(event.x), float32(event.y)) + if engine.state == Starting: + engine.state = Running if killed: - engine.running = false + engine.state = Shutdown if engine.exitHandler != nil: engine.exitHandler(engine) if engine.input.windowWasResized and engine.resizeHandler != nil: engine.resizeHandler(engine) + return engine.state func keyIsDown*(engine: Engine, key: Key): auto = key in engine.input.keyIsDown func keyWasPressed*(engine: Engine, key: Key): auto = key in engine.input.keyWasPressed diff -r 01881f9296fa -r a4e6e76128e6 src/semicongine/platform/linux/xlib.nim --- a/src/semicongine/platform/linux/xlib.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/src/semicongine/platform/linux/xlib.nim Wed Apr 26 02:15:43 2023 +0700 @@ -113,7 +113,7 @@ of MotionNotify: let motion = cast[PXMotionEvent](addr(event)) result.add Event(eventType: MouseMoved, x: motion.x, y: motion.y) - of ConfigureNotify: + of ConfigureNotify, Expose: result.add Event(eventType: ResizedWindow) else: discard diff -r 01881f9296fa -r a4e6e76128e6 src/semicongine/vulkan/renderpass.nim --- a/src/semicongine/vulkan/renderpass.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/src/semicongine/vulkan/renderpass.nim Wed Apr 26 02:15:43 2023 +0700 @@ -75,6 +75,7 @@ clearColor=Vec4f([0.8'f32, 0.8'f32, 0.8'f32, 1'f32]) ): RenderPass = assert device.vk.valid + assert fragmentCode.outputs.len == 1 var theformat = format if theformat == VK_FORMAT_UNDEFINED: theformat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat().format diff -r 01881f9296fa -r a4e6e76128e6 src/semicongine/vulkan/shader.nim --- a/src/semicongine/vulkan/shader.nim Tue Apr 25 18:32:23 2023 +0700 +++ b/src/semicongine/vulkan/shader.nim Wed Apr 26 02:15:43 2023 +0700 @@ -24,9 +24,9 @@ stage: VkShaderStageFlagBits entrypoint: string binary: seq[uint32] - inputs: seq[ShaderAttribute] - uniforms: seq[ShaderAttribute] - outputs: seq[ShaderAttribute] + inputs*: seq[ShaderAttribute] + uniforms*: seq[ShaderAttribute] + outputs*: seq[ShaderAttribute] Shader* = object device: Device vk*: VkShaderModule