Mercurial > games > semicongine
changeset 664:c33c8e156e3e
did: update examples to use new API for scene + scene globals
author | Sam <sam@basx.dev> |
---|---|
date | Mon, 08 May 2023 21:21:49 +0700 |
parents | af9ab61aa87e |
children | e85f54b88afb |
files | examples/E01_hello_triangle.nim examples/E02_squares.nim examples/E03_hello_cube.nim examples/E04_input.nim examples/E10_pong.nim |
diffstat | 5 files changed, 35 insertions(+), 44 deletions(-) [+] |
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--- a/examples/E01_hello_triangle.nim Mon May 08 00:48:11 2023 +0700 +++ b/examples/E01_hello_triangle.nim Mon May 08 21:21:49 2023 +0700 @@ -25,13 +25,13 @@ ) var - triangle = newEntity( + triangle = newScene("scene", newEntity( "triangle", newMesh( [newVec3f(-0.5, 0.5), newVec3f(0, -0.5), newVec3f(0.5, 0.5)], [X, Y, Z], ) - ) + )) myengine = initEngine("Hello triangle") renderPass = myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)
--- a/examples/E02_squares.nim Mon May 08 00:48:11 2023 +0700 +++ b/examples/E02_squares.nim Mon May 08 21:21:49 2023 +0700 @@ -84,12 +84,11 @@ var myengine = initEngine("Squares") myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - var scene = newEntity("scene", newEntity("squares", squaremesh)) + var scene = newScene("scene", newEntity("scene", newEntity("squares", squaremesh))) myengine.addScene(scene, vertexInput) - var time = initShaderGlobal("time", 0.0'f32) - scene.components.add time + scene.addShaderGlobal("time", 0.0'f32) while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): - setValue[float32](time.value, get[float32](time.value) + 0.0005) + setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) myengine.renderScene(scene) myengine.destroy()
--- a/examples/E03_hello_cube.nim Mon May 08 00:48:11 2023 +0700 +++ b/examples/E03_hello_cube.nim Mon May 08 21:21:49 2023 +0700 @@ -76,21 +76,16 @@ main="color = vec4(outcolor, 1);" ) myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - var - projection = initShaderGlobal("projection", Unit4f32) - view = initShaderGlobal("view", Unit4f32) - model = initShaderGlobal("model", Unit4f32) - cube = newEntity("cube", newMesh(positions=cube_pos, indices=tris, colors=cube_color)) - cube.components.add projection - cube.components.add view - cube.components.add model + var cube = newScene("scene", newEntity("cube", newMesh(positions=cube_pos, indices=tris, colors=cube_color))) + cube.addShaderGlobal("projection", Unit4f32) + cube.addShaderGlobal("view", Unit4f32) + cube.addShaderGlobal("model", Unit4f32) myengine.addScene(cube, vertexInput) var t: float32 = cpuTime() 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, + setShaderGlobal(cube, "model", translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32)) + setShaderGlobal(cube, "projection", perspective( float32(PI / 4), float32(myengine.getWindow().size[0]) / float32(myengine.getWindow().size[0]),
--- a/examples/E04_input.nim Mon May 08 00:48:11 2023 +0700 +++ b/examples/E04_input.nim Mon May 08 21:21:49 2023 +0700 @@ -1,7 +1,5 @@ import std/enumerate -import std/strutils import std/typetraits -import std/times import std/math import semicongine @@ -58,7 +56,7 @@ # build keyboard and cursor meshes var - scene: Entity + scene: Scene keyvertexpos: seq[Vec3f] keyvertexcolor: seq[Vec3f] keymeshindices: seq[array[3, uint16]] @@ -136,16 +134,16 @@ ) # define mesh objects - scene = newEntity("scene") - scene.add newEntity("background", backgroundmesh) + scene = newScene("scene", newEntity("scene")) + scene.root.add newEntity("background", backgroundmesh) let keyboard = newEntity("keyboard", keyboardmesh) keyboard.transform = translate3d( -float32(rowWidth) / 2'f32, -float32(tupleLen(keyRows) * (keyDimension + keyGap) - keyGap) / 2'f32, 0'f32 ) - scene.add newEntity("keyboard-center", keyboard) - scene.add newEntity("cursor", cursormesh) + scene.root.add newEntity("keyboard-center", keyboard) + scene.root.add newEntity("cursor", cursormesh) # shaders const @@ -175,27 +173,28 @@ # 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 + scene.addShaderGlobal("projection", Unit4f32) # 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, - )) + setShaderGlobal(scene, "projection", + 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) + scene.root.firstWithName("keyboard-center").transform = center + scene.root.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.root.firstWithName("cursor").transform = mousePos - var mesh = Mesh(scene.firstWithName("keyboard").components[0]) + var mesh = Mesh(scene.root.firstWithName("keyboard").components[0]) for (index, key) in enumerate(keyIndices): if myengine.keyWasPressed(key): let baseIndex = uint32(index * 4)
--- a/examples/E10_pong.nim Mon May 08 00:48:11 2023 +0700 +++ b/examples/E10_pong.nim Mon May 08 21:21:49 2023 +0700 @@ -7,29 +7,28 @@ barSize = 0.1'f barWidth = 0.01'f ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex() - levelRatio = 1 ballSize = 0.01'f backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) ballSpeed = 60'f var - level: Entity + level: Scene ballVelocity = newVec2f(1, 1).normalized * ballSpeed when isMainModule: var myengine = initEngine("Pong") - level = newEntity("Level") + level = newScene("scene", newEntity("Level")) 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 + level.root.add player 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 + level.root.add ball const vertexInput = @[ @@ -58,8 +57,7 @@ # 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 + level.addShaderGlobal("projection", Unit4f32) var winsize = myengine.getWindow().size @@ -85,8 +83,8 @@ 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") + setShaderGlobal(level, "projection", ortho[float32](0'f, width, 0'f, height, 0'f, 1'f)) + var player = level.root.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: