changeset 607:64eb53f81cf6

add: improvments and E10 (pong)
author Sam <sam@basx.dev>
date Thu, 27 Apr 2023 00:23:23 +0700
parents f41c1b78cf5b
children 1698c8ab9203
files examples/E04_input.nim examples/E10_pong.nim src/semicongine/color.nim src/semicongine/gpu_data.nim src/semicongine/mesh.nim src/semicongine/renderer.nim tests/test_vulkan_wrapper.nim
diffstat 7 files changed, 151 insertions(+), 74 deletions(-) [+]
line wrap: on
line diff
--- a/examples/E04_input.nim	Wed Apr 26 02:15:43 2023 +0700
+++ b/examples/E04_input.nim	Thu Apr 27 00:23:23 2023 +0700
@@ -135,10 +135,6 @@
       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)
--- a/examples/E10_pong.nim	Wed Apr 26 02:15:43 2023 +0700
+++ b/examples/E10_pong.nim	Thu Apr 27 00:23:23 2023 +0700
@@ -1,86 +1,104 @@
+import std/times
+
 import semicongine
 
-const
-  barcolor = RGBfromHex("5A3F00").gamma(2.2)
+let
+  barcolor = hexToColor("5A3F00").gamma(2.2).colorToHex()
   barSize = 0.1'f
   barWidth = 0.01'f
-  ballcolor = RGBfromHex("B17F08").gamma(2.2)
+  ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex()
   levelRatio = 1
   ballSize = 0.01'f
-  backgroundColor = RGBAfromHex("FAC034").gamma(2.2)
+  backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2)
   ballSpeed = 60'f
 
 var
   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)
-  var width = 1'f
-  uniforms.view.value = ortho[float32](
-    0'f, width,
-    0'f, height,
-    0'f, 1'f,
-  )
-  engine.vulkan.device.updateUniformData(pipeline, uniforms)
-  var player = level.firstWithName("player")
-  if Down in engine.input.keysDown and (player.transform.col(3).y + barSize/2) < height:
-    player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f)
-  if Up in engine.input.keysDown and (player.transform.col(3).y - barSize/2) > 0:
-    player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f)
-
-  var ball = level.firstWithName("ball")
-  ball.transform = ball.transform * translate3d(ballVelocity[0] * dt,
-      ballVelocity[1] * dt, 0'f)
-
-  # loose
-  if ball.transform.col(3).x - ballSize/2 <= 0:
-    ballVelocity = Vec2([1'f, 1'f]).normalized * ballSpeed
-    ball.transform[0, 3] = width / 2
-    ball.transform[1, 3] = height / 2
-
-  # bounce level
-  if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[
-      0] = -ballVelocity[0]
-  if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1]
-  if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[
-      1] = -ballVelocity[1]
-
-  # bar
-  if ball.transform.col(3).x - ballSize/2 <= barWidth:
-    let
-      barTop = player.transform.col(3).y - barSize/2
-      barBottom = player.transform.col(3).y + barSize/2
-      ballTop = ball.transform.col(3).y - ballSize/2
-      ballBottom = ball.transform.col(3).y + ballSize/2
-    if ballTop >= barTop and ballBottom <= barBottom:
-      ballVelocity[0] = abs(ballVelocity[0])
-]#
-
 when isMainModule:
   var myengine = initEngine("Pong")
   level = newEntity("Level")
-  var playerbarmesh = rect()
-  playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, barcolor]
+  var playerbarmesh = rect(color=barcolor)
   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()
-  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 ballmesh = circle(color=ballcolor)
   var ball = newEntity("ball", ballmesh)
   ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f)
   level.add ball
 
-  pipeline.clearColor = backgroundColor
-  # show something
-  myengine.run(pipeline, globalUpdate)
+  const
+    vertexInput = @[
+      attr[Vec3f]("position", memoryLocation=VRAM),
+      attr[Vec3f]("color", memoryLocation=VRAMVisible),
+      attr[Mat4]("transform", memoryLocation=VRAMVisible, perInstance=true),
+    ]
+    vertexOutput = @[attr[Vec3f]("outcolor")]
+    uniforms = @[attr[Mat4]("projection")]
+    fragOutput = @[attr[Vec4f]("color")]
+    vertexCode = compileGlslShader(
+      stage=VK_SHADER_STAGE_VERTEX_BIT,
+      inputs=vertexInput,
+      uniforms=uniforms,
+      outputs=vertexOutput,
+      main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);"""
+    )
+    fragmentCode = compileGlslShader(
+      stage=VK_SHADER_STAGE_FRAGMENT_BIT,
+      inputs=vertexOutput,
+      uniforms=uniforms,
+      outputs=fragOutput,
+      main="color = vec4(outcolor, 1);"
+    )
+
+  # set up rendering
+  myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor))
+  myengine.addScene(level, vertexInput, transformAttribute="transform")
+  var projection = initShaderGlobal("projection", Unit4f32)
+  level.add projection
 
-  myengine.destroy()
+  var
+    winsize = myengine.getWindow().size
+    height = float32(winsize[1]) / float32(winsize[0])
+    width = 1'f
+    currentTime = cpuTime()
+  while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape):
+    let dt: float32 = cpuTime() - currentTime
+    currentTime = cpuTime()
+    if myengine.windowWasResized():
+      winsize = myengine.getWindow().size
+      height = float32(winsize[1]) / float32(winsize[0])
+      width = 1'f
+      setValue[Mat4](projection.value, ortho[float32](0'f, width, 0'f, height, 0'f, 1'f))
+    var player = level.firstWithName("player")
+    if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height:
+      player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f)
+    if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0:
+      player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f)
+
+    # bounce level
+    if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0]
+    if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1]
+    if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1]
+
+    ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32)
+
+    # loose
+    if ball.transform.col(3).x - ballSize/2 <= 0:
+      break
+
+    # bar
+    if ball.transform.col(3).x - ballSize/2 <= barWidth:
+      let
+        barTop = player.transform.col(3).y - barSize/2
+        barBottom = player.transform.col(3).y + barSize/2
+        ballTop = ball.transform.col(3).y - ballSize/2
+        ballBottom = ball.transform.col(3).y + ballSize/2
+      if ballTop >= barTop and ballBottom <= barBottom:
+        ballVelocity[0] = abs(ballVelocity[0])
+
+    myengine.renderScene(level)
--- a/src/semicongine/color.nim	Wed Apr 26 02:15:43 2023 +0700
+++ b/src/semicongine/color.nim	Thu Apr 27 00:23:23 2023 +0700
@@ -1,8 +1,9 @@
 import std/parseutils
+import std/strformat
 
 import ./math/vector
 
-func RGBfromHex*(value: string): Vec3f =
+func hexToColor*(value: string): Vec3f =
   assert value != ""
   var hex = value
   if hex[0] == '#':
@@ -17,7 +18,13 @@
   discard parseHex(hex[4 .. 5], b) == 2
   return Vec3f([float32(r), float32(g), float32(b)]) / 255'f
 
-func RGBAfromHex*(value: string): Vec4f =
+func colorToHex*(color: Vec3f): string =
+  &"{int(color.r * 255):02X}{int(color.g * 255):02X}{int(color.b * 255):02X}"
+
+func colorToHex*(color: Vec4f): string =
+  &"{int(color.r * 255):02X}{int(color.g * 255):02X}{int(color.b * 255):02X}{int(color.a * 255):02X}"
+
+func hexToColorAlpha*(value: string): Vec4f =
   assert value != ""
   var hex = value
   if hex[0] == '#':
--- a/src/semicongine/gpu_data.nim	Wed Apr 26 02:15:43 2023 +0700
+++ b/src/semicongine/gpu_data.nim	Thu Apr 27 00:23:23 2023 +0700
@@ -137,7 +137,7 @@
     of Mat34F64: mat34f64: seq[TMat34[float64]]
     of Mat43F32: mat43f32: seq[TMat43[float32]]
     of Mat43F64: mat43f64: seq[TMat43[float64]]
-    of Mat4F32: mat4f32: seq[TMat4[float32]]
+    of Mat4F32: mat4f32*: seq[TMat4[float32]]
     of Mat4F64: mat4f64: seq[TMat4[float64]]
   MemoryLocation* = enum
     VRAM, VRAMVisible, RAM # VRAM is fastest, VRAMVisible allows updating memory directly, may be slower
@@ -481,6 +481,52 @@
     of Mat4F32: result[0] = addr value.mat4f32[0]
     of Mat4F64: result[0] = addr value.mat4f64[0]
 
+func initData*(value: var DataList, len: uint32) =
+  value.len = len
+  case value.thetype
+    of Float32: value.float32.setLen(len)
+    of Float64: value.float64.setLen(len)
+    of Int8: value.int8.setLen(len)
+    of Int16: value.int16.setLen(len)
+    of Int32: value.int32.setLen(len)
+    of Int64: value.int64.setLen(len)
+    of UInt8: value.uint8.setLen(len)
+    of UInt16: value.uint16.setLen(len)
+    of UInt32: value.uint32.setLen(len)
+    of UInt64: value.uint64.setLen(len)
+    of Vec2I32: value.vec2i32.setLen(len)
+    of Vec2I64: value.vec2i64.setLen(len)
+    of Vec3I32: value.vec3i32.setLen(len)
+    of Vec3I64: value.vec3i64.setLen(len)
+    of Vec4I32: value.vec4i32.setLen(len)
+    of Vec4I64: value.vec4i64.setLen(len)
+    of Vec2U32: value.vec2u32.setLen(len)
+    of Vec2U64: value.vec2u64.setLen(len)
+    of Vec3U32: value.vec3u32.setLen(len)
+    of Vec3U64: value.vec3u64.setLen(len)
+    of Vec4U32: value.vec4u32.setLen(len)
+    of Vec4U64: value.vec4u64.setLen(len)
+    of Vec2F32: value.vec2f32.setLen(len)
+    of Vec2F64: value.vec2f64.setLen(len)
+    of Vec3F32: value.vec3f32.setLen(len)
+    of Vec3F64: value.vec3f64.setLen(len)
+    of Vec4F32: value.vec4f32.setLen(len)
+    of Vec4F64: value.vec4f64.setLen(len)
+    of Mat2F32: value.mat2f32.setLen(len)
+    of Mat2F64: value.mat2f64.setLen(len)
+    of Mat23F32: value.mat23f32.setLen(len)
+    of Mat23F64: value.mat23f64.setLen(len)
+    of Mat32F32: value.mat32f32.setLen(len)
+    of Mat32F64: value.mat32f64.setLen(len)
+    of Mat3F32: value.mat3f32.setLen(len)
+    of Mat3F64: value.mat3f64.setLen(len)
+    of Mat34F32: value.mat34f32.setLen(len)
+    of Mat34F64: value.mat34f64.setLen(len)
+    of Mat43F32: value.mat43f32.setLen(len)
+    of Mat43F64: value.mat43f64.setLen(len)
+    of Mat4F32: value.mat4f32.setLen(len)
+    of Mat4F64: value.mat4f64.setLen(len)
+
 func setValue*[T: GPUType|int|uint|float](value: var DataValue, data: T) =
   when T is float32: value.float32 = data
   elif T is float64: value.float64 = data
@@ -581,6 +627,7 @@
   elif T is TMat43[float64]: value.mat43f64 = data
   elif T is TMat4[float32]: value.mat4f32 = data
   elif T is TMat4[float64]: value.mat4f64 = data
+
 func setValue*[T: GPUType|int|uint|float](value: var DataList, i: uint32, data: T) =
   assert i < value.len
   when T is float32: value.float32[i] = data
--- a/src/semicongine/mesh.nim	Wed Apr 26 02:15:43 2023 +0700
+++ b/src/semicongine/mesh.nim	Thu Apr 27 00:23:23 2023 +0700
@@ -120,6 +120,15 @@
   assert attribute in mesh.data
   get[T](mesh.data[attribute])
 
+proc initData*(mesh: var Mesh, attribute: ShaderAttribute) =
+  assert not (attribute.name in mesh.data)
+  mesh.data[attribute.name] = DataList(thetype: attribute.thetype)
+  echo "Init ", attribute, " of ", mesh
+  if attribute.perInstance:
+    mesh.data[attribute.name].initData(mesh.instanceCount)
+  else:
+    mesh.data[attribute.name].initData(mesh.vertexCount)
+
 proc setMeshData*[T: GPUType|int|uint|float](mesh: var Mesh, attribute: string, data: seq[T]) =
   assert not (attribute in mesh.data)
   mesh.data[attribute] = DataList(thetype: getDataType[T]())
@@ -161,7 +170,7 @@
   let
     half_w = width / 2
     half_h = height / 2
-    c = RGBfromHex(color)
+    c = hexToColor(color)
     v = [newVec3f(-half_w, -half_h), newVec3f( half_w, -half_h), newVec3f( half_w,  half_h), newVec3f(-half_w,  half_h)]
 
   setValues(result.data["position"], v.toSeq)
@@ -176,7 +185,7 @@
   let
     half_w = width / 2
     half_h = height / 2
-    colorVec = RGBfromHex(color)
+    colorVec = hexToColor(color)
   setValues(result.data["position"], @[
     newVec3f(0, -half_h), newVec3f( half_w, half_h), newVec3f(-half_w,  half_h),
   ])
@@ -193,7 +202,7 @@
   let
     half_w = width / 2
     half_h = height / 2
-    c = RGBfromHex(color)
+    c = hexToColor(color)
     step = (2'f32 * PI) / float32(nSegments)
   var
     pos = @[newVec3f(0, 0), newVec3f(0, half_h)]
--- a/src/semicongine/renderer.nim	Wed Apr 26 02:15:43 2023 +0700
+++ b/src/semicongine/renderer.nim	Thu Apr 27 00:23:23 2023 +0700
@@ -66,7 +66,8 @@
   for mesh in allComponentsOfType[Mesh](scene):
     allMeshes.add mesh
     for inputAttr in inputs:
-      assert mesh.hasDataFor(inputAttr.name), &"{mesh} missing data for {inputAttr}"
+      if not mesh.hasDataFor(inputAttr.name):
+        mesh.initData(inputAttr)
   
   var indicesBufferSize = 0'u64
   for mesh in allMeshes:
--- a/tests/test_vulkan_wrapper.nim	Wed Apr 26 02:15:43 2023 +0700
+++ b/tests/test_vulkan_wrapper.nim	Thu Apr 27 00:23:23 2023 +0700
@@ -147,11 +147,10 @@
   for i in 0 ..< 3:
     for scene in scenes:
       for i in 0 ..< 1000:
-        engine.updateInputs()
-        setValue[float32](time.value, get[float32](time.value) + 0.0005)
-        if not engine.running or engine.keyIsDown(Escape):
+        if engine.updateInputs() != Running or engine.keyIsDown(Escape):
           engine.destroy()
           return
+        setValue[float32](time.value, get[float32](time.value) + 0.0005)
         engine.renderScene(scene)
   echo "Rendered ", engine.framesRendered, " frames"
   echo "Processed ", engine.eventsProcessed, " events"