Mercurial > games > semicongine
view examples/alotof_triangles.nim @ 521:a25325bec7f2
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
author | Sam <sam@basx.dev> |
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date | Sun, 22 Jan 2023 22:46:53 +0700 |
parents | cd73e429fc99 |
children |
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import std/times import std/strutils import std/math import std/random import semicongine type VertexDataA = object position11: PositionAttribute[Vec2] color22: ColorAttribute[Vec3] Uniforms = object dt: Descriptor[float32] proc globalUpdate(engine: var Engine, dt: float32) = discard 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)) 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 = newThing("scene") for i in 1 .. 300: var randommesh = new Mesh[VertexDataA] let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))]) let transform1 = randomtransform() randommesh.vertexData = VertexDataA( position11: PositionAttribute[Vec2]( data: @[ Vec2(transform1 * baseTriangle[0]), Vec2(transform1 * baseTriangle[1]), Vec2(transform1 * baseTriangle[2]), ] ), color22: ColorAttribute[Vec3]( 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]( data: @[ Vec2(transform2 * baseTriangle[0]), Vec2(transform2 * baseTriangle[1]), Vec2(transform2 * baseTriangle[2]), ] ), color22: ColorAttribute[Vec3]( data: @[randomcolor2, randomcolor2, randomcolor2] ) ) randomindexedmesh.indices = @[[0'u16, 1'u16, 2'u16]] scene.add newThing("randommesh", randommesh, randomindexedmesh) const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]() const fragmentShader = generateFragmentShaderCode[VertexDataA]() var pipeline = setupPipeline[VertexDataA, float32, uint16]( myengine, scene, vertexShader, fragmentShader ) myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()