Mercurial > games > semicongine
annotate examples/alotof_triangles.nim @ 32:9edca5dc4e93
add: working implementation of uniforms
author | Sam <sam@basx.dev> |
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date | Sat, 14 Jan 2023 23:34:50 +0700 |
parents | b1b05d4efb52 |
children | c3c963e7c1a6 |
rev | line source |
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28 | 1 import std/times |
32 | 2 import std/strutils |
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b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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changeset
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3 import std/math |
21 | 4 import std/random |
32 | 5 import std/enumerate |
21 | 6 |
7 import zamikongine/engine | |
8 import zamikongine/math/vector | |
9 import zamikongine/math/matrix | |
10 import zamikongine/vertex | |
32 | 11 import zamikongine/descriptor |
21 | 12 import zamikongine/mesh |
13 import zamikongine/thing | |
14 import zamikongine/shader | |
15 | |
16 type | |
17 VertexDataA = object | |
32 | 18 position11: PositionAttribute[Vec2[float32]] |
19 color22: ColorAttribute[Vec3[float32]] | |
20 Uniforms = object | |
21 dt: Descriptor[float32] | |
21 | 22 |
32 | 23 proc globalUpdate(engine: var Engine, dt: float32) = |
28 | 24 discard |
25 | |
22
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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26 proc randomtransform(): Mat33[float32] = |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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changeset
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27 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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changeset
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28 let randomrotate = rotate2d(float32(rand(2 * PI))) |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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changeset
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29 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8)) |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
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changeset
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30 result = randomtranslate * randomrotate * randomscale |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
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changeset
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31 |
21 | 32 when isMainModule: |
33 randomize() | |
28 | 34 var myengine = igniteEngine("A lot of triangles") |
21 | 35 const baseTriangle = [ |
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did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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36 Vec3([-0.1'f32, -0.1'f32, 1'f32]), |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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changeset
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37 Vec3([ 0.1'f32, 0.1'f32, 1'f32]), |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
diff
changeset
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38 Vec3([-0.1'f32, 0.1'f32, 1'f32]), |
21 | 39 ] |
40 | |
41 var scene = new Thing | |
42 | |
43 for i in 1 .. 300: | |
44 var randommesh = new Mesh[VertexDataA] | |
45 # TODO: create randomized position11 from baseTriangle with random transformation matrix | |
28 | 46 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
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b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
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changeset
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47 let transform1 = randomtransform() |
21 | 48 randommesh.vertexData = VertexDataA( |
32 | 49 position11: PositionAttribute[Vec2[float32]]( |
21 | 50 data: @[ |
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b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
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changeset
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51 Vec2[float32](transform1 * baseTriangle[0]), |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
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changeset
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52 Vec2[float32](transform1 * baseTriangle[1]), |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
diff
changeset
|
53 Vec2[float32](transform1 * baseTriangle[2]), |
21 | 54 ] |
55 ), | |
32 | 56 color22: ColorAttribute[Vec3[float32]]( |
28 | 57 data: @[randomcolor1, randomcolor1, randomcolor1] |
21 | 58 ) |
59 ) | |
60 | |
28 | 61 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
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b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
diff
changeset
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62 let transform2 = randomtransform() |
21 | 63 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] |
64 randomindexedmesh.vertexData = VertexDataA( | |
32 | 65 position11: PositionAttribute[Vec2[float32]]( |
21 | 66 data: @[ |
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b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
diff
changeset
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67 Vec2[float32](transform2 * baseTriangle[0]), |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
diff
changeset
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68 Vec2[float32](transform2 * baseTriangle[1]), |
b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
diff
changeset
|
69 Vec2[float32](transform2 * baseTriangle[2]), |
21 | 70 ] |
71 ), | |
32 | 72 color22: ColorAttribute[Vec3[float32]]( |
28 | 73 data: @[randomcolor2, randomcolor2, randomcolor2] |
21 | 74 ) |
75 ) | |
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b45a5d338cd0
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
21
diff
changeset
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76 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] |
21 | 77 var childthing = new Thing |
78 childthing.parts.add randommesh | |
79 childthing.parts.add randomindexedmesh | |
80 scene.children.add childthing | |
81 | |
32 | 82 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() |
83 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
84 static: | |
85 echo "--------------" | |
86 for (i, line) in enumerate(vertexShader.splitLines()): | |
87 echo $(i + 1) & " " & line | |
88 echo "--------------" | |
89 echo fragmentShader | |
90 echo "--------------" | |
91 var pipeline = setupPipeline[VertexDataA, float32, uint16]( | |
21 | 92 myengine, |
93 scene, | |
32 | 94 vertexShader, |
95 fragmentShader | |
21 | 96 ) |
28 | 97 myengine.run(pipeline, globalUpdate) |
98 pipeline.trash() | |
21 | 99 myengine.trash() |