annotate examples/alotof_triangles.nim @ 489:54a1f8ee208e

big refactoring, part1
author Sam <sam@basx.dev>
date Sat, 14 Jan 2023 14:08:00 +0700
parents 73a0954beabd
children 9edca5dc4e93
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1 import std/times
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2 import std/math
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3 import std/random
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4
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5 import zamikongine/engine
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6 import zamikongine/math/vector
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7 import zamikongine/math/matrix
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8 import zamikongine/vertex
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9 import zamikongine/mesh
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10 import zamikongine/thing
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11 import zamikongine/shader
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12
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13 type
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14 VertexDataA = object
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15 position11: VertexAttribute[Vec2[float32]]
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16 color22: VertexAttribute[Vec3[float32]]
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17
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18 proc globalUpdate(engine: var Engine, dt: Duration) =
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19 discard
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20
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21 proc randomtransform(): Mat33[float32] =
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22 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5))
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23 let randomrotate = rotate2d(float32(rand(2 * PI)))
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24 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8))
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25 result = randomtranslate * randomrotate * randomscale
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26
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27 when isMainModule:
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28 randomize()
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29 var myengine = igniteEngine("A lot of triangles")
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30 const baseTriangle = [
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31 Vec3([-0.1'f32, -0.1'f32, 1'f32]),
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32 Vec3([ 0.1'f32, 0.1'f32, 1'f32]),
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33 Vec3([-0.1'f32, 0.1'f32, 1'f32]),
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34 ]
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35
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36 var scene = new Thing
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37
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38 for i in 1 .. 300:
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39 var randommesh = new Mesh[VertexDataA]
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40 # TODO: create randomized position11 from baseTriangle with random transformation matrix
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41 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
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42 let transform1 = randomtransform()
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43 randommesh.vertexData = VertexDataA(
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44 position11: VertexAttribute[Vec2[float32]](
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45 data: @[
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46 Vec2[float32](transform1 * baseTriangle[0]),
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47 Vec2[float32](transform1 * baseTriangle[1]),
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48 Vec2[float32](transform1 * baseTriangle[2]),
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49 ]
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50 ),
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51 color22: VertexAttribute[Vec3[float32]](
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52 data: @[randomcolor1, randomcolor1, randomcolor1]
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53 )
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54 )
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55
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56 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
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57 let transform2 = randomtransform()
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58 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16]
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59 randomindexedmesh.vertexData = VertexDataA(
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60 position11: VertexAttribute[Vec2[float32]](
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61 data: @[
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62 Vec2[float32](transform2 * baseTriangle[0]),
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63 Vec2[float32](transform2 * baseTriangle[1]),
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64 Vec2[float32](transform2 * baseTriangle[2]),
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65 ]
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66 ),
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67 color22: VertexAttribute[Vec3[float32]](
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68 data: @[randomcolor2, randomcolor2, randomcolor2]
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69 )
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70 )
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71 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]]
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72 var childthing = new Thing
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73 childthing.parts.add randommesh
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74 childthing.parts.add randomindexedmesh
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75 scene.children.add childthing
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76
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77 var pipeline = setupPipeline[VertexDataA, float32, float32, uint16](
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78 myengine,
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79 scene,
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80 generateVertexShaderCode[VertexDataA]("main", "position11", "color22"),
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81 generateFragmentShaderCode[VertexDataA]("main"),
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82 )
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83 myengine.run(pipeline, globalUpdate)
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84 pipeline.trash()
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85 myengine.trash()