annotate examples/alotof_triangles.nim @ 483:73a0954beabd

did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
author Sam <sam@basx.dev>
date Wed, 11 Jan 2023 00:43:17 +0700
parents 1670f8e70964
children b1b05d4efb52
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1 import std/math
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2 import std/random
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3
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4 import zamikongine/engine
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5 import zamikongine/math/vector
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6 import zamikongine/math/matrix
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7 import zamikongine/vertex
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8 import zamikongine/mesh
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9 import zamikongine/thing
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10 import zamikongine/shader
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11
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12 type
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13 VertexDataA = object
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14 position11: VertexAttribute[Vec2[float32]]
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15 color22: VertexAttribute[Vec3[float32]]
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16
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17 proc randomtransform(): Mat33[float32] =
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18 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5))
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19 let randomrotate = rotate2d(float32(rand(2 * PI)))
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20 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8))
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21 result = randomtranslate * randomrotate * randomscale
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22
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23 when isMainModule:
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24 randomize()
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25 var myengine = igniteEngine()
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26 const baseTriangle = [
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27 Vec3([-0.1'f32, -0.1'f32, 1'f32]),
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28 Vec3([ 0.1'f32, 0.1'f32, 1'f32]),
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29 Vec3([-0.1'f32, 0.1'f32, 1'f32]),
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30 ]
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31
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32 var scene = new Thing
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33
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34 for i in 1 .. 300:
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35 var randommesh = new Mesh[VertexDataA]
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36 # TODO: create randomized position11 from baseTriangle with random transformation matrix
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37 let transform1 = randomtransform()
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38 randommesh.vertexData = VertexDataA(
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39 position11: VertexAttribute[Vec2[float32]](
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40 data: @[
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41 Vec2[float32](transform1 * baseTriangle[0]),
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42 Vec2[float32](transform1 * baseTriangle[1]),
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43 Vec2[float32](transform1 * baseTriangle[2]),
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44 ]
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45 ),
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46 color22: VertexAttribute[Vec3[float32]](
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47 data: @[
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48 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
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49 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
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50 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
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51 ]
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52 )
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53 )
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54
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55 let transform2 = randomtransform()
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56 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16]
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57 randomindexedmesh.vertexData = VertexDataA(
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58 position11: VertexAttribute[Vec2[float32]](
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59 data: @[
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60 Vec2[float32](transform2 * baseTriangle[0]),
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61 Vec2[float32](transform2 * baseTriangle[1]),
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62 Vec2[float32](transform2 * baseTriangle[2]),
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63 ]
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64 ),
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65 color22: VertexAttribute[Vec3[float32]](
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66 data: @[
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67 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
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68 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
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69 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
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70 ]
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71 )
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72 )
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73 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]]
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74 var childthing = new Thing
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75 childthing.parts.add randommesh
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76 childthing.parts.add randomindexedmesh
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77 scene.children.add childthing
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78
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79 setupPipeline[VertexDataA, uint16](
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80 myengine,
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81 scene,
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82 generateVertexShaderCode[VertexDataA]("main", "position11", "color22"),
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83 generateFragmentShaderCode[VertexDataA]("main"),
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84 )
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85 myengine.fullThrottle()
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86 myengine.trash()