Mercurial > games > semicongine
comparison examples/alotof_triangles.nim @ 57:547f3a374271
did: refactor Vector names
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 16:13:32 +0700 |
parents | 94d7eed3f118 |
children | 8287a91e5d56 |
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56:94d7eed3f118 | 57:547f3a374271 |
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6 | 6 |
7 import semicongine | 7 import semicongine |
8 | 8 |
9 type | 9 type |
10 VertexDataA = object | 10 VertexDataA = object |
11 position11: PositionAttribute[Vec2[float32]] | 11 position11: PositionAttribute[TVec2[float32]] |
12 color22: ColorAttribute[Vec3[float32]] | 12 color22: ColorAttribute[TVec3[float32]] |
13 Uniforms = object | 13 Uniforms = object |
14 dt: Descriptor[float32] | 14 dt: Descriptor[float32] |
15 | 15 |
16 proc globalUpdate(engine: var Engine, dt: float32) = | 16 proc globalUpdate(engine: var Engine, dt: float32) = |
17 discard | 17 discard |
24 | 24 |
25 when isMainModule: | 25 when isMainModule: |
26 randomize() | 26 randomize() |
27 var myengine = igniteEngine("A lot of triangles") | 27 var myengine = igniteEngine("A lot of triangles") |
28 const baseTriangle = [ | 28 const baseTriangle = [ |
29 Vec3([-0.1'f32, -0.1'f32, 1'f32]), | 29 TVec3([-0.1'f32, -0.1'f32, 1'f32]), |
30 Vec3([ 0.1'f32, 0.1'f32, 1'f32]), | 30 TVec3([ 0.1'f32, 0.1'f32, 1'f32]), |
31 Vec3([-0.1'f32, 0.1'f32, 1'f32]), | 31 TVec3([-0.1'f32, 0.1'f32, 1'f32]), |
32 ] | 32 ] |
33 | 33 |
34 var scene = new Thing | 34 var scene = new Thing |
35 | 35 |
36 for i in 1 .. 300: | 36 for i in 1 .. 300: |
37 var randommesh = new Mesh[VertexDataA] | 37 var randommesh = new Mesh[VertexDataA] |
38 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) | 38 let randomcolor1 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
39 let transform1 = randomtransform() | 39 let transform1 = randomtransform() |
40 randommesh.vertexData = VertexDataA( | 40 randommesh.vertexData = VertexDataA( |
41 position11: PositionAttribute[Vec2[float32]]( | 41 position11: PositionAttribute[TVec2[float32]]( |
42 data: @[ | 42 data: @[ |
43 Vec2[float32](transform1 * baseTriangle[0]), | 43 TVec2[float32](transform1 * baseTriangle[0]), |
44 Vec2[float32](transform1 * baseTriangle[1]), | 44 TVec2[float32](transform1 * baseTriangle[1]), |
45 Vec2[float32](transform1 * baseTriangle[2]), | 45 TVec2[float32](transform1 * baseTriangle[2]), |
46 ] | 46 ] |
47 ), | 47 ), |
48 color22: ColorAttribute[Vec3[float32]]( | 48 color22: ColorAttribute[TVec3[float32]]( |
49 data: @[randomcolor1, randomcolor1, randomcolor1] | 49 data: @[randomcolor1, randomcolor1, randomcolor1] |
50 ) | 50 ) |
51 ) | 51 ) |
52 | 52 |
53 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) | 53 let randomcolor2 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) |
54 let transform2 = randomtransform() | 54 let transform2 = randomtransform() |
55 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] | 55 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] |
56 randomindexedmesh.vertexData = VertexDataA( | 56 randomindexedmesh.vertexData = VertexDataA( |
57 position11: PositionAttribute[Vec2[float32]]( | 57 position11: PositionAttribute[TVec2[float32]]( |
58 data: @[ | 58 data: @[ |
59 Vec2[float32](transform2 * baseTriangle[0]), | 59 TVec2[float32](transform2 * baseTriangle[0]), |
60 Vec2[float32](transform2 * baseTriangle[1]), | 60 TVec2[float32](transform2 * baseTriangle[1]), |
61 Vec2[float32](transform2 * baseTriangle[2]), | 61 TVec2[float32](transform2 * baseTriangle[2]), |
62 ] | 62 ] |
63 ), | 63 ), |
64 color22: ColorAttribute[Vec3[float32]]( | 64 color22: ColorAttribute[TVec3[float32]]( |
65 data: @[randomcolor2, randomcolor2, randomcolor2] | 65 data: @[randomcolor2, randomcolor2, randomcolor2] |
66 ) | 66 ) |
67 ) | 67 ) |
68 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] | 68 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] |
69 var childthing = new Thing | 69 var childthing = new Thing |