comparison examples/alotof_triangles.nim @ 28:b1b05d4efb52

big refactoring, part1
author Sam <sam@basx.dev>
date Sat, 14 Jan 2023 14:08:00 +0700
parents b45a5d338cd0
children 9edca5dc4e93
comparison
equal deleted inserted replaced
27:8cb2d96ac28e 28:b1b05d4efb52
1 import std/times
1 import std/math 2 import std/math
2 import std/random 3 import std/random
3 4
4 import zamikongine/engine 5 import zamikongine/engine
5 import zamikongine/math/vector 6 import zamikongine/math/vector
12 type 13 type
13 VertexDataA = object 14 VertexDataA = object
14 position11: VertexAttribute[Vec2[float32]] 15 position11: VertexAttribute[Vec2[float32]]
15 color22: VertexAttribute[Vec3[float32]] 16 color22: VertexAttribute[Vec3[float32]]
16 17
18 proc globalUpdate(engine: var Engine, dt: Duration) =
19 discard
20
17 proc randomtransform(): Mat33[float32] = 21 proc randomtransform(): Mat33[float32] =
18 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) 22 let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5))
19 let randomrotate = rotate2d(float32(rand(2 * PI))) 23 let randomrotate = rotate2d(float32(rand(2 * PI)))
20 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8)) 24 let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8))
21 result = randomtranslate * randomrotate * randomscale 25 result = randomtranslate * randomrotate * randomscale
22 26
23 when isMainModule: 27 when isMainModule:
24 randomize() 28 randomize()
25 var myengine = igniteEngine() 29 var myengine = igniteEngine("A lot of triangles")
26 const baseTriangle = [ 30 const baseTriangle = [
27 Vec3([-0.1'f32, -0.1'f32, 1'f32]), 31 Vec3([-0.1'f32, -0.1'f32, 1'f32]),
28 Vec3([ 0.1'f32, 0.1'f32, 1'f32]), 32 Vec3([ 0.1'f32, 0.1'f32, 1'f32]),
29 Vec3([-0.1'f32, 0.1'f32, 1'f32]), 33 Vec3([-0.1'f32, 0.1'f32, 1'f32]),
30 ] 34 ]
32 var scene = new Thing 36 var scene = new Thing
33 37
34 for i in 1 .. 300: 38 for i in 1 .. 300:
35 var randommesh = new Mesh[VertexDataA] 39 var randommesh = new Mesh[VertexDataA]
36 # TODO: create randomized position11 from baseTriangle with random transformation matrix 40 # TODO: create randomized position11 from baseTriangle with random transformation matrix
41 let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
37 let transform1 = randomtransform() 42 let transform1 = randomtransform()
38 randommesh.vertexData = VertexDataA( 43 randommesh.vertexData = VertexDataA(
39 position11: VertexAttribute[Vec2[float32]]( 44 position11: VertexAttribute[Vec2[float32]](
40 data: @[ 45 data: @[
41 Vec2[float32](transform1 * baseTriangle[0]), 46 Vec2[float32](transform1 * baseTriangle[0]),
42 Vec2[float32](transform1 * baseTriangle[1]), 47 Vec2[float32](transform1 * baseTriangle[1]),
43 Vec2[float32](transform1 * baseTriangle[2]), 48 Vec2[float32](transform1 * baseTriangle[2]),
44 ] 49 ]
45 ), 50 ),
46 color22: VertexAttribute[Vec3[float32]]( 51 color22: VertexAttribute[Vec3[float32]](
47 data: @[ 52 data: @[randomcolor1, randomcolor1, randomcolor1]
48 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
49 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
50 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
51 ]
52 ) 53 )
53 ) 54 )
54 55
56 let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
55 let transform2 = randomtransform() 57 let transform2 = randomtransform()
56 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] 58 var randomindexedmesh = new IndexedMesh[VertexDataA, uint16]
57 randomindexedmesh.vertexData = VertexDataA( 59 randomindexedmesh.vertexData = VertexDataA(
58 position11: VertexAttribute[Vec2[float32]]( 60 position11: VertexAttribute[Vec2[float32]](
59 data: @[ 61 data: @[
61 Vec2[float32](transform2 * baseTriangle[1]), 63 Vec2[float32](transform2 * baseTriangle[1]),
62 Vec2[float32](transform2 * baseTriangle[2]), 64 Vec2[float32](transform2 * baseTriangle[2]),
63 ] 65 ]
64 ), 66 ),
65 color22: VertexAttribute[Vec3[float32]]( 67 color22: VertexAttribute[Vec3[float32]](
66 data: @[ 68 data: @[randomcolor2, randomcolor2, randomcolor2]
67 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
68 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
69 Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]),
70 ]
71 ) 69 )
72 ) 70 )
73 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] 71 randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]]
74 var childthing = new Thing 72 var childthing = new Thing
75 childthing.parts.add randommesh 73 childthing.parts.add randommesh
76 childthing.parts.add randomindexedmesh 74 childthing.parts.add randomindexedmesh
77 scene.children.add childthing 75 scene.children.add childthing
78 76
79 setupPipeline[VertexDataA, uint16]( 77 var pipeline = setupPipeline[VertexDataA, float32, float32, uint16](
80 myengine, 78 myengine,
81 scene, 79 scene,
82 generateVertexShaderCode[VertexDataA]("main", "position11", "color22"), 80 generateVertexShaderCode[VertexDataA]("main", "position11", "color22"),
83 generateFragmentShaderCode[VertexDataA]("main"), 81 generateFragmentShaderCode[VertexDataA]("main"),
84 ) 82 )
85 myengine.fullThrottle() 83 myengine.run(pipeline, globalUpdate)
84 pipeline.trash()
86 myengine.trash() 85 myengine.trash()