Mercurial > games > semicongine
changeset 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 | a25325bec7f2 |
files | examples/alotof_triangles.nim examples/hello_cube.nim examples/hello_triangle.nim examples/input.nim examples/squares.nim src/semicongine/math/matrix.nim src/semicongine/math/vector.nim |
diffstat | 7 files changed, 88 insertions(+), 88 deletions(-) [+] |
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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] ) )
--- a/examples/hello_cube.nim Fri Jan 20 16:36:52 2023 +0700 +++ b/examples/hello_cube.nim Fri Jan 20 16:53:37 2023 +0700 @@ -17,12 +17,12 @@ type # define type of vertex VertexDataA = object - position: PositionAttribute[TVec3[float32]] - color: ColorAttribute[TVec3[float32]] + position: PositionAttribute[Vec3] + color: ColorAttribute[Vec3] Uniforms = object - model: Descriptor[TMat44[float32]] - view: Descriptor[TMat44[float32]] - projection: Descriptor[TMat44[float32]] + model: Descriptor[Mat44] + view: Descriptor[Mat44] + projection: Descriptor[Mat44] var pipeline: RenderPipeline[VertexDataA, Uniforms] @@ -36,7 +36,7 @@ uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32) # * rotate3d(float32(PI), Yf32) uniforms.view.value = Unit44f32 - uniforms.projection.value = TMat44[float32](data:[ + uniforms.projection.value = Mat44(data:[ ratio, 0'f32, 0'f32, 0'f32, 0'f32, 1'f32, 0'f32, 0'f32, 0'f32, 0'f32, 1'f32, 0'f32, @@ -47,14 +47,14 @@ buffer.updateData(uniforms) const - TopLeftFront = TVec3([ -0.5'f32, -0.5'f32, -0.5'f32]) - TopRightFront = TVec3([ 0.5'f32, -0.5'f32, -0.5'f32]) - BottomRightFront = TVec3([ 0.5'f32, 0.5'f32, -0.5'f32]) - BottomLeftFront = TVec3([ -0.5'f32, 0.5'f32, -0.5'f32]) - TopLeftBack = TVec3([ 0.5'f32, -0.5'f32, 0.5'f32]) - TopRightBack = TVec3([ -0.5'f32, -0.5'f32, 0.5'f32]) - BottomRightBack = TVec3([ -0.5'f32, 0.5'f32, 0.5'f32]) - BottomLeftBack = TVec3([ 0.5'f32, 0.5'f32, 0.5'f32]) + TopLeftFront = Vec3([ -0.5'f32, -0.5'f32, -0.5'f32]) + TopRightFront = Vec3([ 0.5'f32, -0.5'f32, -0.5'f32]) + BottomRightFront = Vec3([ 0.5'f32, 0.5'f32, -0.5'f32]) + BottomLeftFront = Vec3([ -0.5'f32, 0.5'f32, -0.5'f32]) + TopLeftBack = Vec3([ 0.5'f32, -0.5'f32, 0.5'f32]) + TopRightBack = Vec3([ -0.5'f32, -0.5'f32, 0.5'f32]) + BottomRightBack = Vec3([ -0.5'f32, 0.5'f32, 0.5'f32]) + BottomLeftBack = Vec3([ 0.5'f32, 0.5'f32, 0.5'f32]) const cube_pos = @[ TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front @@ -97,8 +97,8 @@ # build a mesh var trianglemesh = new IndexedMesh[VertexDataA, uint16] trianglemesh.vertexData = VertexDataA( - position: PositionAttribute[TVec3[float32]](data: cube_pos), - color: ColorAttribute[TVec3[float32]](data: cube_color), + position: PositionAttribute[Vec3](data: cube_pos), + color: ColorAttribute[Vec3](data: cube_color), ) trianglemesh.indices = tris # build a single-object scene graph
--- a/examples/hello_triangle.nim Fri Jan 20 16:36:52 2023 +0700 +++ b/examples/hello_triangle.nim Fri Jan 20 16:53:37 2023 +0700 @@ -7,9 +7,9 @@ type # define type of vertex VertexDataA = object - position: PositionAttribute[TVec2[float32]] - color: ColorAttribute[TVec3[float32]] - id: InstanceAttribute[TVec3[float32]] + position: PositionAttribute[Vec2] + color: ColorAttribute[Vec3] + id: InstanceAttribute[Vec3] var pipeline: RenderPipeline[VertexDataA, void] @@ -19,14 +19,14 @@ # vertex data (types must match the above VertexAttributes) const triangle_pos = @[ - TVec2([ 0.0'f32, -0.5'f32]), - TVec2([ 0.5'f32, 0.5'f32]), - TVec2([-0.5'f32, 0.5'f32]), + Vec2([ 0.0'f32, -0.5'f32]), + Vec2([ 0.5'f32, 0.5'f32]), + Vec2([-0.5'f32, 0.5'f32]), ] triangle_color = @[ - TVec3([1.0'f32, 0.0'f32, 0.0'f32]), - TVec3([0.0'f32, 1.0'f32, 0.0'f32]), - TVec3([0.0'f32, 0.0'f32, 1.0'f32]), + Vec3([1.0'f32, 0.0'f32, 0.0'f32]), + Vec3([0.0'f32, 1.0'f32, 0.0'f32]), + Vec3([0.0'f32, 0.0'f32, 1.0'f32]), ] when isMainModule: @@ -35,9 +35,9 @@ # build a mesh var trianglemesh = new Mesh[VertexDataA] trianglemesh.vertexData = VertexDataA( - position: PositionAttribute[TVec2[float32]](data: triangle_pos), - color: ColorAttribute[TVec3[float32]](data: triangle_color), - id: InstanceAttribute[TVec3[float32]](data: @[TVec3[float32]([0.5'f32, 0.5'f32, 0.5'f32])]), + position: PositionAttribute[Vec2](data: triangle_pos), + color: ColorAttribute[Vec3](data: triangle_color), + id: InstanceAttribute[Vec3](data: @[Vec3([0.5'f32, 0.5'f32, 0.5'f32])]), ) # build a single-object scene graph var triangle = new Thing
--- a/examples/input.nim Fri Jan 20 16:36:52 2023 +0700 +++ b/examples/input.nim Fri Jan 20 16:53:37 2023 +0700 @@ -7,12 +7,12 @@ type # define type of vertex VertexDataA = object - position: PositionAttribute[TVec2[float32]] - color: ColorAttribute[TVec3[float32]] + position: PositionAttribute[Vec2] + color: ColorAttribute[Vec3] iscursor: GenericAttribute[int32] Uniforms = object - projection: Descriptor[TMat44[float32]] - cursor: Descriptor[TVec2[float32]] + projection: Descriptor[Mat44] + cursor: Descriptor[Vec2] var pipeline: RenderPipeline[VertexDataA, Uniforms] @@ -35,20 +35,20 @@ # vertex data (types must match the above VertexAttributes) const shape = @[ - TVec2([- 1'f32, - 1'f32]), - TVec2([ 1'f32, - 1'f32]), - TVec2([-0.3'f32, -0.3'f32]), - TVec2([-0.3'f32, -0.3'f32]), - TVec2([- 1'f32, 1'f32]), - TVec2([- 1'f32, - 1'f32]), + Vec2([- 1'f32, - 1'f32]), + Vec2([ 1'f32, - 1'f32]), + Vec2([-0.3'f32, -0.3'f32]), + Vec2([-0.3'f32, -0.3'f32]), + Vec2([- 1'f32, 1'f32]), + Vec2([- 1'f32, - 1'f32]), ] colors = @[ - TVec3([1'f32, 0'f32, 0'f32]), - TVec3([1'f32, 0'f32, 0'f32]), - TVec3([1'f32, 0'f32, 0'f32]), - TVec3([0.8'f32, 0'f32, 0'f32]), - TVec3([0.8'f32, 0'f32, 0'f32]), - TVec3([0.8'f32, 0'f32, 0'f32]), + Vec3([1'f32, 0'f32, 0'f32]), + Vec3([1'f32, 0'f32, 0'f32]), + Vec3([1'f32, 0'f32, 0'f32]), + Vec3([0.8'f32, 0'f32, 0'f32]), + Vec3([0.8'f32, 0'f32, 0'f32]), + Vec3([0.8'f32, 0'f32, 0'f32]), ] when isMainModule: @@ -58,8 +58,8 @@ var cursor = new Thing var cursormesh = new Mesh[VertexDataA] cursormesh.vertexData = VertexDataA( - position: PositionAttribute[TVec2[float32]](data: shape), - color: ColorAttribute[TVec3[float32]](data: colors), + position: PositionAttribute[Vec2](data: shape), + color: ColorAttribute[Vec3](data: colors), iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), ) # transform the cursor a bit to make it look nice @@ -71,15 +71,15 @@ scale2d(0.5'f32, 1'f32) * rotate2d(float32(PI) / 4'f32) ) - let pos = TVec3[float32]([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 1'f32]) + let pos = Vec3([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 1'f32]) cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy cursor.parts.add cursormesh var box = new Thing var boxmesh = new Mesh[VertexDataA] boxmesh.vertexData = VertexDataA( - position: PositionAttribute[TVec2[float32]](data: shape), - color: ColorAttribute[TVec3[float32]](data: colors), + position: PositionAttribute[Vec2](data: shape), + color: ColorAttribute[Vec3](data: colors), iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]), )
--- a/examples/squares.nim Fri Jan 20 16:36:52 2023 +0700 +++ b/examples/squares.nim Fri Jan 20 16:53:37 2023 +0700 @@ -8,8 +8,8 @@ type VertexDataA = object - position11: PositionAttribute[TVec2[float32]] - color22: ColorAttribute[TVec3[float32]] + position11: PositionAttribute[Vec2] + color22: ColorAttribute[Vec3] index: GenericAttribute[uint32] Uniforms = object t: Descriptor[float32] @@ -32,8 +32,8 @@ WIDTH = 2'f32 / COLUMNS HEIGHT = 2'f32 / ROWS var - vertices: array[COLUMNS * ROWS * 4, TVec2[float32]] - colors: array[COLUMNS * ROWS * 4, TVec3[float32]] + vertices: array[COLUMNS * ROWS * 4, Vec2] + colors: array[COLUMNS * ROWS * 4, Vec3] iValues: array[COLUMNS * ROWS * 4, uint32] indices: array[COLUMNS * ROWS * 2, array[3, uint16]] @@ -42,13 +42,13 @@ let y: float32 = (row * 2 / COLUMNS) - 1 x: float32 = (col * 2 / ROWS) - 1 - color = TVec3[float32]([(x + 1) / 2, (y + 1) / 2, 0'f32]) + color = Vec3([(x + 1) / 2, (y + 1) / 2, 0'f32]) squareIndex = row * COLUMNS + col vertIndex = squareIndex * 4 - vertices[vertIndex + 0] = TVec2[float32]([x, y]) - vertices[vertIndex + 1] = TVec2[float32]([x + WIDTH, y]) - vertices[vertIndex + 2] = TVec2[float32]([x + WIDTH, y + HEIGHT]) - vertices[vertIndex + 3] = TVec2[float32]([x, y + HEIGHT]) + vertices[vertIndex + 0] = Vec2([x, y]) + vertices[vertIndex + 1] = Vec2([x + WIDTH, y]) + vertices[vertIndex + 2] = Vec2([x + WIDTH, y + HEIGHT]) + vertices[vertIndex + 3] = Vec2([x, y + HEIGHT]) colors[vertIndex + 0] = color colors[vertIndex + 1] = color colors[vertIndex + 2] = color @@ -64,8 +64,8 @@ type PIndexedMesh = ref IndexedMesh[VertexDataA, uint16] # required so we can use ctor with ref/on heap var squaremesh = PIndexedMesh( vertexData: VertexDataA( - position11: PositionAttribute[TVec2[float32]](data: @vertices), - color22: ColorAttribute[TVec3[float32]](data: @colors), + position11: PositionAttribute[Vec2](data: @vertices), + color22: ColorAttribute[Vec3](data: @colors), index: GenericAttribute[uint32](data: @iValues), ), indices: @indices
--- a/src/semicongine/math/matrix.nim Fri Jan 20 16:36:52 2023 +0700 +++ b/src/semicongine/math/matrix.nim Fri Jan 20 16:53:37 2023 +0700 @@ -31,13 +31,13 @@ TMat44*[T: SomeNumber] = object data*: array[16, T] TMat* = TMat22|TMat33|TMat44|TMat23|TMat32|TMat34|TMat43 - Mat22 = TMat22[float32] - Mat23 = TMat22[float32] - Mat32 = TMat22[float32] - Mat33 = TMat22[float32] - Mat34 = TMat22[float32] - Mat43 = TMat22[float32] - Mat44 = TMat22[float32] + Mat22* = TMat22[float32] + Mat23* = TMat23[float32] + Mat32* = TMat32[float32] + Mat33* = TMat33[float32] + Mat34* = TMat34[float32] + Mat43* = TMat43[float32] + Mat44* = TMat44[float32] func unit22[T: SomeNumber](): auto {.compiletime.} = TMat22[T](data:[ T(1), T(0),
--- a/src/semicongine/math/vector.nim Fri Jan 20 16:36:52 2023 +0700 +++ b/src/semicongine/math/vector.nim Fri Jan 20 16:53:37 2023 +0700 @@ -13,9 +13,9 @@ TVec3*[T: SomeNumber] = array[3, T] TVec4*[T: SomeNumber] = array[4, T] TVec* = TVec2|TVec3|TVec4 - Vec2 = TVec2[float32] - Vec3 = TVec3[float32] - Vec4 = TVec4[float32] + Vec2* = TVec2[float32] + Vec3* = TVec3[float32] + Vec4* = TVec4[float32] converter toVec2*[T: SomeNumber](orig: TVec3[T]|TVec4[T]): TVec2[T] = TVec2[T]([orig[0], orig[1]])