Mercurial > games > semicongine
diff examples/alotof_triangles.nim @ 520:cd73e429fc99
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 | 03a94b905f1a |
children | c57285d292b6 |
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--- a/examples/alotof_triangles.nim Fri Jan 20 16:36:52 2023 +0700 +++ b/examples/alotof_triangles.nim Fri Jan 20 16:53:37 2023 +0700 @@ -8,15 +8,15 @@ type VertexDataA = object - position11: PositionAttribute[TVec2[float32]] - color22: ColorAttribute[TVec3[float32]] + position11: PositionAttribute[Vec2] + color22: ColorAttribute[Vec3] Uniforms = object dt: Descriptor[float32] proc globalUpdate(engine: var Engine, dt: float32) = discard -proc randomtransform(): TMat33[float32] = +proc randomtransform(): Mat33 = let randomscale = scale2d(float32(rand(1.0) + 0.5), float32(rand(1.0) + 0.5)) let randomrotate = rotate2d(float32(rand(2 * PI))) let randomtranslate = translate2d(float32(rand(1.6) - 0.8), float32(rand(1.6) - 0.8)) @@ -26,42 +26,42 @@ randomize() var myengine = igniteEngine("A lot of triangles") const baseTriangle = [ - 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]), + 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]), ] var scene = new Thing for i in 1 .. 300: var randommesh = new Mesh[VertexDataA] - let randomcolor1 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) + let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) let transform1 = randomtransform() randommesh.vertexData = VertexDataA( - position11: PositionAttribute[TVec2[float32]]( + position11: PositionAttribute[Vec2]( data: @[ - TVec2[float32](transform1 * baseTriangle[0]), - TVec2[float32](transform1 * baseTriangle[1]), - TVec2[float32](transform1 * baseTriangle[2]), + Vec2(transform1 * baseTriangle[0]), + Vec2(transform1 * baseTriangle[1]), + Vec2(transform1 * baseTriangle[2]), ] ), - color22: ColorAttribute[TVec3[float32]]( + color22: ColorAttribute[Vec3]( data: @[randomcolor1, randomcolor1, randomcolor1] ) ) - let randomcolor2 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) + let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) let transform2 = randomtransform() var randomindexedmesh = new IndexedMesh[VertexDataA, uint16] randomindexedmesh.vertexData = VertexDataA( - position11: PositionAttribute[TVec2[float32]]( + position11: PositionAttribute[Vec2]( data: @[ - TVec2[float32](transform2 * baseTriangle[0]), - TVec2[float32](transform2 * baseTriangle[1]), - TVec2[float32](transform2 * baseTriangle[2]), + Vec2(transform2 * baseTriangle[0]), + Vec2(transform2 * baseTriangle[1]), + Vec2(transform2 * baseTriangle[2]), ] ), - color22: ColorAttribute[TVec3[float32]]( + color22: ColorAttribute[Vec3]( data: @[randomcolor2, randomcolor2, randomcolor2] ) )