Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 311:01f96ae71681
del: sound-volume normalization seems completely wrong
| author | Sam <sam@basx.dev> | 
|---|---|
| date | Sun, 09 Jul 2023 00:47:18 +0700 | 
| parents | da0bd61abe91 | 
| children | b145a05c2459 | 
| rev | line source | 
|---|---|
| 222 
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changeset | 1 import semicongine | 
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changeset | 2 | 
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changeset | 3 proc main() = | 
| 302 | 4 var ent1 = newEntity("hoho", {"mesh": Component(rect())}) | 
| 5 var ent2 = newEntity("hehe", [], ent1) | |
| 247 | 6 var myScene = newScene("hi", ent2) | 
| 7 myScene.root.transform = translate3d(0.2'f32, 0'f32, 0'f32) | |
| 8 myScene.root.children[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) | |
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changeset | 9 var scenes = [ | 
| 268 | 10 # loadScene("default_cube.glb", "1"), | 
| 247 | 11 # loadScene("default_cube1.glb", "3"), | 
| 12 # loadScene("default_cube2.glb", "4"), | |
| 13 # loadScene("flat.glb", "5"), | |
| 268 | 14 loadScene("tutorialk-donat.glb", "6"), | 
| 247 | 15 # myScene, | 
| 16 # loadScene("personv3.glb", "2"), | |
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changeset | 17 ] | 
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changeset | 18 | 
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changeset | 19 var engine = initEngine("Test meshes") | 
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changeset | 20 const | 
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changeset | 21 vertexInput = @[ | 
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changeset | 22 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 
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changeset | 23 attr[uint8]("material", memoryPerformanceHint=PreferFastRead), | 
| 247 | 24 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), | 
| 25 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | |
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changeset | 26 ] | 
| 269 | 27 intermediate = @[ | 
| 268 | 28 attr[Vec4f]("vertexColor"), | 
| 29 attr[Vec2f]("colorTexCoord"), | |
| 30 attr[uint8]("materialId", noInterpolation=true) | |
| 31 ] | |
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changeset | 32 fragOutput = @[attr[Vec4f]("color")] | 
| 245 | 33 uniforms = @[ | 
| 34 attr[Mat4]("projection"), | |
| 35 attr[Mat4]("view"), | |
| 268 | 36 attr[Vec4f]("baseColorFactor", arrayCount=4), | 
| 245 | 37 ] | 
| 269 | 38 samplers = @[attr[Sampler2DType]("baseColorTexture", arrayCount=4)] | 
| 39 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( | |
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changeset | 40 inputs=vertexInput, | 
| 269 | 41 intermediate=intermediate, | 
| 42 outputs=fragOutput, | |
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changeset | 43 uniforms=uniforms, | 
| 247 | 44 samplers=samplers, | 
| 269 | 45 vertexCode=""" | 
| 247 | 46 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); | 
| 268 | 47 vertexColor = Uniforms.baseColorFactor[material]; | 
| 48 colorTexCoord = texcoord_0; | |
| 49 materialId = material; | |
| 269 | 50 """, | 
| 51 fragmentCode=""" | |
| 268 | 52 vec4 col[4] = vec4[4](vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1), vec4(1, 1, 1, 1)); | 
| 53 color = texture(baseColorTexture[materialId], colorTexCoord) * vertexColor; | |
| 54 """ | |
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changeset | 55 ) | 
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changeset | 56 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) | 
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changeset | 57 for scene in scenes.mitems: | 
| 253 | 58 engine.addScene(scene, vertexInput, samplers, transformAttribute="transform") | 
| 245 | 59 scene.addShaderGlobal("projection", Unit4) | 
| 60 scene.addShaderGlobal("view", Unit4) | |
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changeset | 61 var | 
| 247 | 62 size = 1'f32 | 
| 246 | 63 elevation = 0'f32 | 
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changeset | 64 azimut = 0'f32 | 
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changeset | 65 currentScene = 0 | 
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changeset | 66 | 
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changeset | 67 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 
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changeset | 68 if engine.keyWasPressed(`1`): | 
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changeset | 69 currentScene = 0 | 
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changeset | 70 elif engine.keyWasPressed(`2`): | 
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changeset | 71 currentScene = 1 | 
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changeset | 72 elif engine.keyWasPressed(`3`): | 
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changeset | 73 currentScene = 2 | 
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changeset | 74 elif engine.keyWasPressed(`4`): | 
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changeset | 75 currentScene = 3 | 
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changeset | 76 elif engine.keyWasPressed(`5`): | 
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changeset | 77 currentScene = 4 | 
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changeset | 78 elif engine.keyWasPressed(`6`): | 
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changeset | 79 currentScene = 5 | 
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changeset | 80 | 
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changeset | 81 if engine.keyWasPressed(NumberRowExtra3): | 
| 246 | 82 size = 0.3'f32 | 
| 83 elevation = 0'f32 | |
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changeset | 84 azimut = 0'f32 | 
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changeset | 85 | 
| 246 | 86 let ratio = engine.getWindow().size[0] / engine.getWindow().size[1] | 
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changeset | 87 size *= 1'f32 + engine.mouseWheel() * 0.05 | 
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changeset | 88 azimut += engine.mouseMove().x / 180'f32 | 
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changeset | 89 elevation -= engine.mouseMove().y / 180'f32 | 
| 245 | 90 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) | 
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changeset | 91 scenes[currentScene].setShaderGlobal( | 
| 245 | 92 "view", | 
| 93 scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) | |
| 230 | 94 ) | 
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changeset | 95 engine.renderScene(scenes[currentScene]) | 
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changeset | 96 engine.destroy() | 
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changeset | 97 | 
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changeset | 98 when isMainModule: | 
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changeset | 99 main() | 
