Mercurial > games > semicongine
view examples/alotof_triangles.nim @ 493:680c4b8ca28a
add: working implementation of uniforms
author | Sam <sam@basx.dev> |
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date | Sat, 14 Jan 2023 23:34:50 +0700 |
parents | 54a1f8ee208e |
children | c3c963e7c1a6 |
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import std/times import std/strutils import std/math import std/random import std/enumerate import zamikongine/engine import zamikongine/math/vector import zamikongine/math/matrix import zamikongine/vertex import zamikongine/descriptor import zamikongine/mesh import zamikongine/thing import zamikongine/shader type VertexDataA = object position11: PositionAttribute[Vec2[float32]] color22: ColorAttribute[Vec3[float32]] Uniforms = object dt: Descriptor[float32] proc globalUpdate(engine: var Engine, dt: float32) = discard proc randomtransform(): Mat33[float32] = 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)) result = randomtranslate * randomrotate * randomscale when isMainModule: 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]), ] var scene = new Thing for i in 1 .. 300: var randommesh = new Mesh[VertexDataA] # TODO: create randomized position11 from baseTriangle with random transformation matrix let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) let transform1 = randomtransform() randommesh.vertexData = VertexDataA( position11: PositionAttribute[Vec2[float32]]( data: @[ Vec2[float32](transform1 * baseTriangle[0]), Vec2[float32](transform1 * baseTriangle[1]), Vec2[float32](transform1 * baseTriangle[2]), ] ), color22: ColorAttribute[Vec3[float32]]( data: @[randomcolor1, randomcolor1, randomcolor1] ) ) 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[Vec2[float32]]( data: @[ Vec2[float32](transform2 * baseTriangle[0]), Vec2[float32](transform2 * baseTriangle[1]), Vec2[float32](transform2 * baseTriangle[2]), ] ), color22: ColorAttribute[Vec3[float32]]( data: @[randomcolor2, randomcolor2, randomcolor2] ) ) randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] var childthing = new Thing childthing.parts.add randommesh childthing.parts.add randomindexedmesh scene.children.add childthing const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() const fragmentShader = generateFragmentShaderCode[VertexDataA]() static: echo "--------------" for (i, line) in enumerate(vertexShader.splitLines()): echo $(i + 1) & " " & line echo "--------------" echo fragmentShader echo "--------------" var pipeline = setupPipeline[VertexDataA, float32, uint16]( myengine, scene, vertexShader, fragmentShader ) myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()