diff 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
line wrap: on
line diff
--- 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]
       )
     )