Mercurial > games > semicongine
annotate examples/alotof_triangles.nim @ 521:a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sun, 22 Jan 2023 22:46:53 +0700 |
| parents | cd73e429fc99 |
| children |
| rev | line source |
|---|---|
| 489 | 1 import std/times |
| 493 | 2 import std/strutils |
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did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
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3 import std/math |
| 482 | 4 import std/random |
| 5 | |
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6 import semicongine |
| 482 | 7 |
| 8 type | |
| 9 VertexDataA = object | |
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10 position11: PositionAttribute[Vec2] |
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11 color22: ColorAttribute[Vec3] |
| 493 | 12 Uniforms = object |
| 13 dt: Descriptor[float32] | |
| 482 | 14 |
| 493 | 15 proc globalUpdate(engine: var Engine, dt: float32) = |
| 489 | 16 discard |
| 17 | |
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18 proc randomtransform(): Mat33 = |
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did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
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19 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) |
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20 let randomrotate = rotate2d(float32(rand(2 * PI))) |
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a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
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changeset
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21 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand( |
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did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
520
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changeset
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22 1.6) - 0.8)) |
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23 result = randomtranslate * randomrotate * randomscale |
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24 |
| 482 | 25 when isMainModule: |
| 26 randomize() | |
| 489 | 27 var myengine = igniteEngine("A lot of triangles") |
| 482 | 28 const baseTriangle = [ |
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29 Vec3([-0.1'f32, -0.1'f32, 1'f32]), |
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Sam <sam@basx.dev>
parents:
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changeset
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30 Vec3([0.1'f32, 0.1'f32, 1'f32]), |
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a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
520
diff
changeset
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31 Vec3([-0.1'f32, 0.1'f32, 1'f32]), |
| 482 | 32 ] |
| 33 | |
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did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
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34 var scene = newThing("scene") |
| 482 | 35 |
| 36 for i in 1 .. 300: | |
| 37 var randommesh = new Mesh[VertexDataA] | |
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38 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
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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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39 let transform1 = randomtransform() |
| 482 | 40 randommesh.vertexData = VertexDataA( |
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520
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
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41 position11: PositionAttribute[Vec2]( |
| 482 | 42 data: @[ |
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parents:
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43 Vec2(transform1 * baseTriangle[0]), |
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cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
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diff
changeset
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44 Vec2(transform1 * baseTriangle[1]), |
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cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
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45 Vec2(transform1 * baseTriangle[2]), |
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a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
520
diff
changeset
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46 ] |
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a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
520
diff
changeset
|
47 ), |
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520
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
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48 color22: ColorAttribute[Vec3]( |
| 489 | 49 data: @[randomcolor1, randomcolor1, randomcolor1] |
| 482 | 50 ) |
| 51 ) | |
| 52 | |
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520
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
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53 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
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73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
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54 let transform2 = randomtransform() |
| 482 | 55 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] |
| 56 randomindexedmesh.vertexData = VertexDataA( | |
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520
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
|
57 position11: PositionAttribute[Vec2]( |
| 482 | 58 data: @[ |
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520
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
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59 Vec2(transform2 * baseTriangle[0]), |
|
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
|
60 Vec2(transform2 * baseTriangle[1]), |
|
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
|
61 Vec2(transform2 * baseTriangle[2]), |
|
521
a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
520
diff
changeset
|
62 ] |
|
a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
520
diff
changeset
|
63 ), |
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520
cd73e429fc99
did: use new vector and matrix names for simpler code
Sam <sam@basx.dev>
parents:
519
diff
changeset
|
64 color22: ColorAttribute[Vec3]( |
| 489 | 65 data: @[randomcolor2, randomcolor2, randomcolor2] |
| 482 | 66 ) |
| 67 ) | |
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483
73a0954beabd
did: improve alotof_triangles example, remove glslang lib, use only binary, easier cross-compilation
Sam <sam@basx.dev>
parents:
482
diff
changeset
|
68 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] |
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521
a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
520
diff
changeset
|
69 scene.add newThing("randommesh", randommesh, randomindexedmesh) |
| 482 | 70 |
| 493 | 71 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() |
| 72 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
| 73 var pipeline = setupPipeline[VertexDataA, float32, uint16]( | |
| 482 | 74 myengine, |
| 75 scene, | |
| 493 | 76 vertexShader, |
| 77 fragmentShader | |
| 482 | 78 ) |
| 489 | 79 myengine.run(pipeline, globalUpdate) |
| 80 pipeline.trash() | |
| 482 | 81 myengine.trash() |
