Mercurial > games > semicongine
annotate examples/alotof_triangles.nim @ 60:c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
author | Sam <sam@basx.dev> |
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date | Sun, 22 Jan 2023 22:46:53 +0700 |
parents | d7d9420ba675 |
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rev | line source |
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28 | 1 import std/times |
32 | 2 import std/strutils |
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3 import std/math |
21 | 4 import std/random |
5 | |
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6 import semicongine |
21 | 7 |
8 type | |
9 VertexDataA = object | |
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10 position11: PositionAttribute[Vec2] |
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11 color22: ColorAttribute[Vec3] |
32 | 12 Uniforms = object |
13 dt: Descriptor[float32] | |
21 | 14 |
32 | 15 proc globalUpdate(engine: var Engine, dt: float32) = |
28 | 16 discard |
17 | |
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18 proc randomtransform(): Mat33 = |
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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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21 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand( |
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
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parents:
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22 1.6) - 0.8)) |
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23 result = randomtranslate * randomrotate * randomscale |
b45a5d338cd0
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24 |
21 | 25 when isMainModule: |
26 randomize() | |
28 | 27 var myengine = igniteEngine("A lot of triangles") |
21 | 28 const baseTriangle = [ |
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29 Vec3([-0.1'f32, -0.1'f32, 1'f32]), |
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30 Vec3([0.1'f32, 0.1'f32, 1'f32]), |
c57285d292b6
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31 Vec3([-0.1'f32, 0.1'f32, 1'f32]), |
21 | 32 ] |
33 | |
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34 var scene = newThing("scene") |
21 | 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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39 let transform1 = randomtransform() |
21 | 40 randommesh.vertexData = VertexDataA( |
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41 position11: PositionAttribute[Vec2]( |
21 | 42 data: @[ |
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43 Vec2(transform1 * baseTriangle[0]), |
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44 Vec2(transform1 * baseTriangle[1]), |
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45 Vec2(transform1 * baseTriangle[2]), |
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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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46 ] |
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
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47 ), |
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48 color22: ColorAttribute[Vec3]( |
28 | 49 data: @[randomcolor1, randomcolor1, randomcolor1] |
21 | 50 ) |
51 ) | |
52 | |
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53 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
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54 let transform2 = randomtransform() |
21 | 55 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] |
56 randomindexedmesh.vertexData = VertexDataA( | |
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57 position11: PositionAttribute[Vec2]( |
21 | 58 data: @[ |
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59 Vec2(transform2 * baseTriangle[0]), |
d7d9420ba675
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parents:
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60 Vec2(transform2 * baseTriangle[1]), |
d7d9420ba675
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parents:
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61 Vec2(transform2 * baseTriangle[2]), |
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c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
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62 ] |
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Sam <sam@basx.dev>
parents:
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63 ), |
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parents:
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64 color22: ColorAttribute[Vec3]( |
28 | 65 data: @[randomcolor2, randomcolor2, randomcolor2] |
21 | 66 ) |
67 ) | |
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68 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] |
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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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69 scene.add newThing("randommesh", randommesh, randomindexedmesh) |
21 | 70 |
32 | 71 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() |
72 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
73 var pipeline = setupPipeline[VertexDataA, float32, uint16]( | |
21 | 74 myengine, |
75 scene, | |
32 | 76 vertexShader, |
77 fragmentShader | |
21 | 78 ) |
28 | 79 myengine.run(pipeline, globalUpdate) |
80 pipeline.trash() | |
21 | 81 myengine.trash() |