Mercurial > games > semicongine
annotate examples/alotof_triangles.nim @ 59:d7d9420ba675
did: use new vector and matrix names for simpler code
| author | Sam <sam@basx.dev> |
|---|---|
| date | Fri, 20 Jan 2023 16:53:37 +0700 |
| parents | 8287a91e5d56 |
| children | c57285d292b6 |
| rev | line source |
|---|---|
| 28 | 1 import std/times |
| 32 | 2 import std/strutils |
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3 import std/math |
| 21 | 4 import std/random |
| 32 | 5 import std/enumerate |
| 21 | 6 |
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7 import semicongine |
| 21 | 8 |
| 9 type | |
| 10 VertexDataA = object | |
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11 position11: PositionAttribute[Vec2] |
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12 color22: ColorAttribute[Vec3] |
| 32 | 13 Uniforms = object |
| 14 dt: Descriptor[float32] | |
| 21 | 15 |
| 32 | 16 proc globalUpdate(engine: var Engine, dt: float32) = |
| 28 | 17 discard |
| 18 | |
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19 proc randomtransform(): Mat33 = |
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20 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) |
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21 let randomrotate = rotate2d(float32(rand(2 * PI))) |
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22 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8)) |
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23 result = randomtranslate * randomrotate * randomscale |
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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]), |
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31 Vec3([-0.1'f32, 0.1'f32, 1'f32]), |
| 21 | 32 ] |
| 33 | |
| 34 var scene = new Thing | |
| 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]), |
| 21 | 46 ] |
| 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]), |
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parents:
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60 Vec2(transform2 * baseTriangle[1]), |
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parents:
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61 Vec2(transform2 * baseTriangle[2]), |
| 21 | 62 ] |
| 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]] |
| 21 | 69 var childthing = new Thing |
| 70 childthing.parts.add randommesh | |
| 71 childthing.parts.add randomindexedmesh | |
| 72 scene.children.add childthing | |
| 73 | |
| 32 | 74 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() |
| 75 const fragmentShader = generateFragmentShaderCode[VertexDataA]() | |
| 76 var pipeline = setupPipeline[VertexDataA, float32, uint16]( | |
| 21 | 77 myengine, |
| 78 scene, | |
| 32 | 79 vertexShader, |
| 80 fragmentShader | |
| 21 | 81 ) |
| 28 | 82 myengine.run(pipeline, globalUpdate) |
| 83 pipeline.trash() | |
| 21 | 84 myengine.trash() |
