annotate examples/alotof_triangles.nim @ 53:4c3891eb9ef9

add: improve build on windows
author Sam <sam@basx.dev>
date Thu, 19 Jan 2023 22:49:12 +0700
parents 2771db8d4276
children 94d7eed3f118
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1 import std/times
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2 import std/strutils
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3 import std/math
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4 import std/random
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5 import std/enumerate
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6
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7 import semicongine/engine
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8 import semicongine/math/vector
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9 import semicongine/math/matrix
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10 import semicongine/vertex
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11 import semicongine/descriptor
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12 import semicongine/mesh
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13 import semicongine/thing
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14 import semicongine/shader
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16 type
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17 VertexDataA = object
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18 position11: PositionAttribute[Vec2[float32]]
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19 color22: ColorAttribute[Vec3[float32]]
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20 Uniforms = object
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21 dt: Descriptor[float32]
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23 proc globalUpdate(engine: var Engine, dt: float32) =
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24 discard
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26 proc randomtransform(): Mat33[float32] =
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27 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5))
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28 let randomrotate = rotate2d(float32(rand(2 * PI)))
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29 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8))
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30 result = randomtranslate * randomrotate * randomscale
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32 when isMainModule:
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33 randomize()
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34 var myengine = igniteEngine("A lot of triangles")
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35 const baseTriangle = [
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36 Vec3([-0.1'f32, -0.1'f32, 1'f32]),
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37 Vec3([ 0.1'f32, 0.1'f32, 1'f32]),
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38 Vec3([-0.1'f32, 0.1'f32, 1'f32]),
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39 ]
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41 var scene = new Thing
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43 for i in 1 .. 300:
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44 var randommesh = new Mesh[VertexDataA]
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45 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
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46 let transform1 = randomtransform()
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47 randommesh.vertexData = VertexDataA(
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48 position11: PositionAttribute[Vec2[float32]](
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49 data: @[
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50 Vec2[float32](transform1 * baseTriangle[0]),
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51 Vec2[float32](transform1 * baseTriangle[1]),
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52 Vec2[float32](transform1 * baseTriangle[2]),
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53 ]
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54 ),
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55 color22: ColorAttribute[Vec3[float32]](
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56 data: @[randomcolor1, randomcolor1, randomcolor1]
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57 )
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58 )
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60 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
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61 let transform2 = randomtransform()
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62 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16]
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63 randomindexedmesh.vertexData = VertexDataA(
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64 position11: PositionAttribute[Vec2[float32]](
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65 data: @[
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66 Vec2[float32](transform2 * baseTriangle[0]),
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67 Vec2[float32](transform2 * baseTriangle[1]),
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68 Vec2[float32](transform2 * baseTriangle[2]),
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69 ]
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70 ),
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71 color22: ColorAttribute[Vec3[float32]](
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72 data: @[randomcolor2, randomcolor2, randomcolor2]
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73 )
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74 )
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75 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]]
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76 var childthing = new Thing
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77 childthing.parts.add randommesh
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78 childthing.parts.add randomindexedmesh
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79 scene.children.add childthing
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80
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81 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]()
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82 const fragmentShader = generateFragmentShaderCode[VertexDataA]()
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83 var pipeline = setupPipeline[VertexDataA, float32, uint16](
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84 myengine,
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85 scene,
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86 vertexShader,
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87 fragmentShader
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88 )
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89 myengine.run(pipeline, globalUpdate)
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90 pipeline.trash()
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91 myengine.trash()