Mercurial > games > semicongine
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 |
rev | line source |
---|---|
489 | 1 import std/times |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
2 import std/math |
482 | 3 import std/random |
4 | |
5 import zamikongine/engine | |
6 import zamikongine/math/vector | |
7 import zamikongine/math/matrix | |
8 import zamikongine/vertex | |
9 import zamikongine/mesh | |
10 import zamikongine/thing | |
11 import zamikongine/shader | |
12 | |
13 type | |
14 VertexDataA = object | |
15 position11: VertexAttribute[Vec2[float32]] | |
16 color22: VertexAttribute[Vec3[float32]] | |
17 | |
489 | 18 proc globalUpdate(engine: var Engine, dt: Duration) = |
19 discard | |
20 | |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
21 proc randomtransform(): Mat33[float32] = |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
22 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
23 let randomrotate = rotate2d(float32(rand(2 * PI))) |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
24 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8)) |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
25 result = randomtranslate * randomrotate * randomscale |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
26 |
482 | 27 when isMainModule: |
28 randomize() | |
489 | 29 var myengine = igniteEngine("A lot of triangles") |
482 | 30 const baseTriangle = [ |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
31 Vec3([-0.1'f32, -0.1'f32, 1'f32]), |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
32 Vec3([ 0.1'f32, 0.1'f32, 1'f32]), |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
33 Vec3([-0.1'f32, 0.1'f32, 1'f32]), |
482 | 34 ] |
35 | |
36 var scene = new Thing | |
37 | |
38 for i in 1 .. 300: | |
39 var randommesh = new Mesh[VertexDataA] | |
40 # TODO: create randomized position11 from baseTriangle with random transformation matrix | |
489 | 41 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
42 let transform1 = randomtransform() |
482 | 43 randommesh.vertexData = VertexDataA( |
44 position11: VertexAttribute[Vec2[float32]]( | |
45 data: @[ | |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
46 Vec2[float32](transform1 * baseTriangle[0]), |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
47 Vec2[float32](transform1 * baseTriangle[1]), |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
48 Vec2[float32](transform1 * baseTriangle[2]), |
482 | 49 ] |
50 ), | |
51 color22: VertexAttribute[Vec3[float32]]( | |
489 | 52 data: @[randomcolor1, randomcolor1, randomcolor1] |
482 | 53 ) |
54 ) | |
55 | |
489 | 56 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
57 let transform2 = randomtransform() |
482 | 58 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] |
59 randomindexedmesh.vertexData = VertexDataA( | |
60 position11: VertexAttribute[Vec2[float32]]( | |
61 data: @[ | |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
62 Vec2[float32](transform2 * baseTriangle[0]), |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
63 Vec2[float32](transform2 * baseTriangle[1]), |
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
64 Vec2[float32](transform2 * baseTriangle[2]), |
482 | 65 ] |
66 ), | |
67 color22: VertexAttribute[Vec3[float32]]( | |
489 | 68 data: @[randomcolor2, randomcolor2, randomcolor2] |
482 | 69 ) |
70 ) | |
483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
71 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] |
482 | 72 var childthing = new Thing |
73 childthing.parts.add randommesh | |
74 childthing.parts.add randomindexedmesh | |
75 scene.children.add childthing | |
76 | |
489 | 77 var pipeline = setupPipeline[VertexDataA, float32, float32, uint16]( |
482 | 78 myengine, |
79 scene, | |
80 generateVertexShaderCode[VertexDataA]("main", "position11", "color22"), | |
81 generateFragmentShaderCode[VertexDataA]("main"), | |
82 ) | |
489 | 83 myengine.run(pipeline, globalUpdate) |
84 pipeline.trash() | |
482 | 85 myengine.trash() |