Mercurial > games > semicongine
diff examples/alotof_triangles.nim @ 518:5d406c17bbcb
did: refactor Vector names
author | Sam <sam@basx.dev> |
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date | Fri, 20 Jan 2023 16:13:32 +0700 |
parents | 836790efab48 |
children | 8287a91e5d56 |
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--- a/examples/alotof_triangles.nim Fri Jan 20 00:41:55 2023 +0700 +++ b/examples/alotof_triangles.nim Fri Jan 20 16:13:32 2023 +0700 @@ -8,8 +8,8 @@ type VertexDataA = object - position11: PositionAttribute[Vec2[float32]] - color22: ColorAttribute[Vec3[float32]] + position11: PositionAttribute[TVec2[float32]] + color22: ColorAttribute[TVec3[float32]] Uniforms = object dt: Descriptor[float32] @@ -26,42 +26,42 @@ randomize() var myengine = igniteEngine("A lot of triangles") const baseTriangle = [ - Vec3([-0.1'f32, -0.1'f32, 1'f32]), - Vec3([ 0.1'f32, 0.1'f32, 1'f32]), - Vec3([-0.1'f32, 0.1'f32, 1'f32]), + TVec3([-0.1'f32, -0.1'f32, 1'f32]), + TVec3([ 0.1'f32, 0.1'f32, 1'f32]), + TVec3([-0.1'f32, 0.1'f32, 1'f32]), ] var scene = new Thing for i in 1 .. 300: var randommesh = new Mesh[VertexDataA] - let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) + let randomcolor1 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) let transform1 = randomtransform() randommesh.vertexData = VertexDataA( - position11: PositionAttribute[Vec2[float32]]( + position11: PositionAttribute[TVec2[float32]]( data: @[ - Vec2[float32](transform1 * baseTriangle[0]), - Vec2[float32](transform1 * baseTriangle[1]), - Vec2[float32](transform1 * baseTriangle[2]), + TVec2[float32](transform1 * baseTriangle[0]), + TVec2[float32](transform1 * baseTriangle[1]), + TVec2[float32](transform1 * baseTriangle[2]), ] ), - color22: ColorAttribute[Vec3[float32]]( + color22: ColorAttribute[TVec3[float32]]( data: @[randomcolor1, randomcolor1, randomcolor1] ) ) - let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) + let randomcolor2 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) let transform2 = randomtransform() var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] randomindexedmesh.vertexData = VertexDataA( - position11: PositionAttribute[Vec2[float32]]( + position11: PositionAttribute[TVec2[float32]]( data: @[ - Vec2[float32](transform2 * baseTriangle[0]), - Vec2[float32](transform2 * baseTriangle[1]), - Vec2[float32](transform2 * baseTriangle[2]), + TVec2[float32](transform2 * baseTriangle[0]), + TVec2[float32](transform2 * baseTriangle[1]), + TVec2[float32](transform2 * baseTriangle[2]), ] ), - color22: ColorAttribute[Vec3[float32]]( + color22: ColorAttribute[TVec3[float32]]( data: @[randomcolor2, randomcolor2, randomcolor2] ) )