Mercurial > games > semicongine
changeset 339:55c9183f7ece
add: nice mesh API, fix: copying of whole scenedata all the time
author | Sam <sam@basx.dev> |
---|---|
date | Thu, 07 Sep 2023 23:28:36 +0700 |
parents | e5aca33dea19 |
children | 01ccd1393e7f |
files | examples/E04_input.nim src/semicongine/mesh.nim src/semicongine/renderer.nim src/semicongine/text.nim |
diffstat | 4 files changed, 46 insertions(+), 26 deletions(-) [+] |
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--- a/examples/E04_input.nim Wed Sep 06 00:03:51 2023 +0700 +++ b/examples/E04_input.nim Thu Sep 07 23:28:36 2023 +0700 @@ -188,16 +188,16 @@ for (index, key) in enumerate(keyIndices): if myengine.keyWasPressed(key): let baseIndex = index * 4 - keyboardmesh[].updateAttributeData("color", baseIndex + 0, activeColor) - keyboardmesh[].updateAttributeData("color", baseIndex + 1, activeColor) - keyboardmesh[].updateAttributeData("color", baseIndex + 2, activeColor) - keyboardmesh[].updateAttributeData("color", baseIndex + 3, activeColor) + keyboardmesh["color", baseIndex + 0] = activeColor + keyboardmesh["color", baseIndex + 1] = activeColor + keyboardmesh["color", baseIndex + 2] = activeColor + keyboardmesh["color", baseIndex + 3] = activeColor if myengine.keyWasReleased(key): let baseIndex = index * 4 - keyboardmesh[].updateAttributeData("color", baseIndex + 0, baseColor) - keyboardmesh[].updateAttributeData("color", baseIndex + 1, baseColor) - keyboardmesh[].updateAttributeData("color", baseIndex + 2, baseColor) - keyboardmesh[].updateAttributeData("color", baseIndex + 3, baseColor) + keyboardmesh["color", baseIndex + 0] = baseColor + keyboardmesh["color", baseIndex + 1] = baseColor + keyboardmesh["color", baseIndex + 2] = baseColor + keyboardmesh["color", baseIndex + 3] = baseColor myengine.renderScene(scene)
--- a/src/semicongine/mesh.nim Wed Sep 06 00:03:51 2023 +0700 +++ b/src/semicongine/mesh.nim Thu Sep 07 23:28:36 2023 +0700 @@ -227,7 +227,7 @@ else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") -proc getAttribute*[T: GPUType|int|uint|float](mesh: MeshObject, attribute: string): seq[T] = +proc getAttribute[T: GPUType|int|uint|float](mesh: MeshObject, attribute: string): seq[T] = if mesh.vertexData.contains(attribute): getValues[T](mesh.vertexData[attribute]) elif mesh.instanceData.contains(attribute): @@ -235,7 +235,12 @@ else: raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") -proc updateAttributeData*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: seq[T]) = +template `[]`*(mesh: MeshObject, attribute: string, t: typedesc): seq[t] = + getAttribute[t](mesh, attribute) +template `[]`*(mesh: Mesh, attribute: string, t: typedesc): seq[t] = + getAttribute[t](mesh[], attribute) + +proc updateAttributeData[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: seq[T]) = if mesh.vertexData.contains(attribute): assert data.len == mesh.vertexCount setValues(mesh.vertexData[attribute], data) @@ -247,7 +252,7 @@ if not mesh.dirtyAttributes.contains(attribute): mesh.dirtyAttributes.add attribute -proc updateAttributeData*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, i: int, value: T) = +proc updateAttributeData[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, i: int, value: T) = if mesh.vertexData.contains(attribute): assert i < mesh.vertexData[attribute].len setValue(mesh.vertexData[attribute], i, value) @@ -259,6 +264,21 @@ if not mesh.dirtyAttributes.contains(attribute): mesh.dirtyAttributes.add attribute +proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: seq[T]) = + updateAttributeData[T](mesh, attribute, data) +proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, data: seq[T]) = + updateAttributeData[t](mesh[], attribute, data) + +proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, value: T) = + updateAttributeData[T](mesh, attribute, newSeqWith(mesh.vertexCount, value)) +proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, value: T) = + updateAttributeData[T](mesh[], attribute, newSeqWith(mesh.vertexCount, value)) + +proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, i: int, value: T) = + updateAttributeData[T](mesh, attribute, i, value) +proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, i: int, value: T) = + updateAttributeData[T](mesh[], attribute, i, value) + proc appendAttributeData*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: seq[T]) = if mesh.vertexData.contains(attribute): appendValues(mesh.vertexData[attribute], data) @@ -292,7 +312,7 @@ proc updateInstanceTransforms*(mesh: var MeshObject, attribute: string) = let currentTransforms = mesh.instanceTransforms.mapIt(mesh.transform * it) if currentTransforms != mesh.transformCache: - mesh.updateAttributeData(attribute, currentTransforms) + mesh[attribute] = currentTransforms mesh.transformCache = currentTransforms func dirtyAttributes*(mesh: MeshObject): seq[string] = @@ -312,7 +332,7 @@ raise newException(Exception, &"Attribute {attribute} is not defined for mesh {mesh}") func getCollisionPoints*(mesh: MeshObject, positionAttribute="position"): seq[Vec3f] = - for p in getAttribute[Vec3f](mesh, positionAttribute): + for p in mesh[positionAttribute, Vec3f]: result.add mesh.transform * p # GENERATORS ============================================================================
--- a/src/semicongine/renderer.nim Wed Sep 06 00:03:51 2023 +0700 +++ b/src/semicongine/renderer.nim Thu Sep 07 23:28:36 2023 +0700 @@ -23,7 +23,7 @@ const VERTEX_ATTRIB_ALIGNMENT = 4 # used for buffer alignment type - SceneData = object + SceneData = ref object drawables*: seq[tuple[drawable: Drawable, mesh: Mesh]] vertexBuffers*: Table[MemoryPerformanceHint, Buffer] indexBuffer*: Buffer
--- a/src/semicongine/text.nim Wed Sep 06 00:03:51 2023 +0700 +++ b/src/semicongine/text.nim Thu Sep 07 23:28:36 2023 +0700 @@ -56,24 +56,24 @@ top = glyph.topOffset bottom = glyph.topOffset + glyph.dimension.y - textbox.mesh[].updateAttributeData("position", vertexOffset + 0, newVec3f(left - centerX, bottom + centerY)) - textbox.mesh[].updateAttributeData("position", vertexOffset + 1, newVec3f(left - centerX, top + centerY)) - textbox.mesh[].updateAttributeData("position", vertexOffset + 2, newVec3f(right - centerX, top + centerY)) - textbox.mesh[].updateAttributeData("position", vertexOffset + 3, newVec3f(right - centerX, bottom + centerY)) + textbox.mesh["position", vertexOffset + 0] = newVec3f(left - centerX, bottom + centerY) + textbox.mesh["position", vertexOffset + 1] = newVec3f(left - centerX, top + centerY) + textbox.mesh["position", vertexOffset + 2] = newVec3f(right - centerX, top + centerY) + textbox.mesh["position", vertexOffset + 3] = newVec3f(right - centerX, bottom + centerY) - textbox.mesh[].updateAttributeData("uv", vertexOffset + 0, glyph.uvs[0]) - textbox.mesh[].updateAttributeData("uv", vertexOffset + 1, glyph.uvs[1]) - textbox.mesh[].updateAttributeData("uv", vertexOffset + 2, glyph.uvs[2]) - textbox.mesh[].updateAttributeData("uv", vertexOffset + 3, glyph.uvs[3]) + textbox.mesh["uv", vertexOffset + 0] = glyph.uvs[0] + textbox.mesh["uv", vertexOffset + 1] = glyph.uvs[1] + textbox.mesh["uv", vertexOffset + 2] = glyph.uvs[2] + textbox.mesh["uv", vertexOffset + 3] = glyph.uvs[3] offsetX += glyph.advance if i < textbox.text.len - 1: offsetX += textbox.font.kerning[(textbox.text[i], textbox.text[i + 1])] else: - textbox.mesh[].updateAttributeData("position", vertexOffset + 0, newVec3f()) - textbox.mesh[].updateAttributeData("position", vertexOffset + 1, newVec3f()) - textbox.mesh[].updateAttributeData("position", vertexOffset + 2, newVec3f()) - textbox.mesh[].updateAttributeData("position", vertexOffset + 3, newVec3f()) + textbox.mesh["position", vertexOffset + 0] = newVec3f() + textbox.mesh["position", vertexOffset + 1] = newVec3f() + textbox.mesh["position", vertexOffset + 2] = newVec3f() + textbox.mesh["position", vertexOffset + 3] = newVec3f() func text*(textbox: Textbox): seq[Rune] =