Mercurial > games > semicongine
changeset 533:e4a0450c30e3
did: some minor fixes, add optinal FPS limit
author | Sam <sam@basx.dev> |
---|---|
date | Sun, 05 Feb 2023 21:57:07 +0700 |
parents | 5d457f7bb624 |
children | e1b60a09d7dc |
files | src/semicongine/engine.nim src/semicongine/mesh.nim src/semicongine/shader.nim src/semicongine/thing.nim |
diffstat | 4 files changed, 48 insertions(+), 25 deletions(-) [+] |
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--- a/src/semicongine/engine.nim Sun Feb 05 11:39:11 2023 +0700 +++ b/src/semicongine/engine.nim Sun Feb 05 21:57:07 2023 +0700 @@ -1,4 +1,5 @@ import std/options +import std/os import std/times import std/typetraits import std/strformat @@ -55,6 +56,7 @@ uniformBuffers*: array[MAX_FRAMES_IN_FLIGHT, Buffer] descriptorPool*: VkDescriptorPool descriptors: array[MAX_FRAMES_IN_FLIGHT, VkDescriptorSet] + clearColor*: Vec4 QueueFamily = object properties*: VkQueueFamilyProperties hasSurfaceSupport*: bool @@ -93,12 +95,13 @@ window*: NativeWindow currentscenedata*: Thing input*: Input + fps*: uint -method update*(thing: Thing, engine: Engine, dt: float32) {.base.} = discard -method update*(part: Part, engine: Engine, dt: float32) {.base.} = discard +method update*(thing: Thing, engine: Engine, t, dt: float32) {.base.} = discard +method update*(part: Part, engine: Engine, t, dt: float32) {.base.} = discard -method update*[T, U](mesh: Mesh[T, U], engine: Engine, dt: float32) = +method update*[T, U](mesh: Mesh[T, U], engine: Engine, t, dt: float32) = let transform = @[mesh.thing.getModelTransform().transposed()] for name, value in mesh.vertexData.fieldPairs: when value is ModelTransformAttribute: @@ -710,8 +713,8 @@ sType: VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, pInheritanceInfo: nil, ) - clearColor = VkClearValue(color: VkClearColorValue(float32: [0.2'f, 0.2'f, - 0.2'f, 1.0'f])) + clearColor = VkClearValue(color: VkClearColorValue( + float32: pipeline.clearColor)) renderPassInfo = VkRenderPassBeginInfo( sType: VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, renderPass: renderPass, @@ -806,12 +809,17 @@ (vulkan.swapchain, vulkan.framebuffers) = vulkan.recreateSwapchain() +func frametime(engine: Engine): auto = + if engine.fps == 0: 0'f + else: 1'f / float32(engine.fps) + proc run*(engine: var Engine, pipeline: var RenderPipeline, globalUpdate: proc( - engine: var Engine, dt: float32)) = + engine: var Engine, t, dt: float32)) = var currentFrame = 0 resized = false - lastUpdate = getTime() + lastUpdate = cpuTime() + lastframe = 0'f while true: # process input @@ -845,19 +853,22 @@ # game logic update let - now = getTime() - dt = float32(float64((now - lastUpdate).inNanoseconds) / 1_000_000_000'f64) + now = cpuTime() + dt = now - lastUpdate lastUpdate = now - engine.globalUpdate(dt) + engine.globalUpdate(now, dt) for thing in allThings(engine.currentscenedata): for part in thing.parts: - update(part, engine, dt) - update(thing, engine, dt) + update(part, engine, now, dt) + update(thing, engine, now, dt) # submit frame for drawing - engine.window.drawFrame(engine.vulkan, currentFrame, resized, pipeline) + if engine.fps == 0 or (now - lastframe >= engine.frametime): # framerate limit + engine.window.drawFrame(engine.vulkan, currentFrame, resized, pipeline) + lastframe = now resized = false currentFrame = (currentFrame + 1) mod MAX_FRAMES_IN_FLIGHT + checkVkResult vkDeviceWaitIdle(engine.vulkan.device.device) proc trash*(pipeline: var RenderPipeline) =
--- a/src/semicongine/mesh.nim Sun Feb 05 11:39:11 2023 +0700 +++ b/src/semicongine/mesh.nim Sun Feb 05 21:57:07 2023 +0700 @@ -109,10 +109,17 @@ else: result[3] = uint32(mesh.vertexData.VertexCount) -func squareData*[T: SomeFloat](): auto = PositionAttribute[TVec2[T]]( - data: @[TVec2[T]([T(0), T(0)]), TVec2[T]([T(0), T(1)]), TVec2[T]([T(1), T( - 1)]), TVec2[T]([T(1), T(0)])] -) -func squareIndices*[T: uint16|uint32](): auto = seq[array[3, T]]( - @[[T(0), T(1), T(3)], [T(2), T(1), T(3)]] -) +func quad*[VertexType, VecType, T](): Mesh[VertexType, uint16] = + result = new Mesh[VertexType, uint16] + result.indexed = true + result.indices = @[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]] + result.vertexData = VertexType() + for attrname, value in result.vertexData.fieldPairs: + when typeof(value) is PositionAttribute: + value.data = @[ + VecType([T(-0.5), T(-0.5), T(0)]), + VecType([T(+0.5), T(-0.5), T(0)]), + VecType([T(+0.5), T(+0.5), T(0)]), + VecType([T(-0.5), T(+0.5), T(0)]), + ] + value.useOnDeviceMemory = true
--- a/src/semicongine/shader.nim Sun Feb 05 11:39:11 2023 +0700 +++ b/src/semicongine/shader.nim Sun Feb 05 21:57:07 2023 +0700 @@ -141,10 +141,11 @@ elif getAttributeType(value) is TVec4: lines.add &" vec4 out_color = in_color;"; hasColor += 1 - let uniformBlockName = name(Uniforms).toLower() - for attrname, value in Uniforms().fieldPairs: - when typeof(value) is ViewProjectionTransform: - lines.add "out_position = " & uniformBlockName & "." & attrname & " * out_position;" + when not (Uniforms is void): + let uniformBlockName = name(Uniforms).toLower() + for attrname, value in Uniforms().fieldPairs: + when typeof(value) is ViewProjectionTransform: + lines.add "out_position = " & uniformBlockName & "." & attrname & " * out_position;" lines.add shaderBody lines.add " gl_Position = out_position;"
--- a/src/semicongine/thing.nim Sun Feb 05 11:39:11 2023 +0700 +++ b/src/semicongine/thing.nim Sun Feb 05 21:57:07 2023 +0700 @@ -16,7 +16,11 @@ func `$`*(thing: Thing): string = thing.name -method `$`*(part: Part): string {.base.} = &"{part.thing} -> Part" +method `$`*(part: Part): string {.base.} = + if part.thing != nil: + &"{part.thing} -> Part" + else: + &"Standalone Part" proc add*(thing: Thing, child: Thing) = child.parent = thing