Mercurial > games > semicongine
view examples/alotof_triangles.nim @ 28:b1b05d4efb52
big refactoring, part1
author | Sam <sam@basx.dev> |
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date | Sat, 14 Jan 2023 14:08:00 +0700 |
parents | b45a5d338cd0 |
children | 9edca5dc4e93 |
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import std/times import std/math import std/random import zamikongine/engine import zamikongine/math/vector import zamikongine/math/matrix import zamikongine/vertex import zamikongine/mesh import zamikongine/thing import zamikongine/shader type VertexDataA = object position11: VertexAttribute[Vec2[float32]] color22: VertexAttribute[Vec3[float32]] proc globalUpdate(engine: var Engine, dt: Duration) = 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: VertexAttribute[Vec2[float32]]( data: @[ Vec2[float32](transform1 * baseTriangle[0]), Vec2[float32](transform1 * baseTriangle[1]), Vec2[float32](transform1 * baseTriangle[2]), ] ), color22: VertexAttribute[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: VertexAttribute[Vec2[float32]]( data: @[ Vec2[float32](transform2 * baseTriangle[0]), Vec2[float32](transform2 * baseTriangle[1]), Vec2[float32](transform2 * baseTriangle[2]), ] ), color22: VertexAttribute[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 var pipeline = setupPipeline[VertexDataA, float32, float32, uint16]( myengine, scene, generateVertexShaderCode[VertexDataA]("main", "position11", "color22"), generateFragmentShaderCode[VertexDataA]("main"), ) myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()