annotate tests/test_mesh.nim @ 881:11a55a45aba2

fix: all tests (once more)
author Sam <sam@basx.dev>
date Mon, 29 Jan 2024 00:19:35 +0700
parents 6001037da8c2
children 6406766a222d
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1 import semicongine
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2
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3 proc main() =
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4 var scenes = [
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5 Scene(name: "Donut", meshes: loadMeshes("donut.glb", COLORED_SINGLE_TEXTURE_MATERIAL)[0].toSeq),
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6 ]
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7
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8 var engine = initEngine("Test meshes")
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9 const
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10 shaderConfiguration = createShaderConfiguration(
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11 inputs = [
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12 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
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13 attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true),
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14 attr[Vec2f]("texcoord_0", memoryPerformanceHint = PreferFastRead),
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15 attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true),
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16 ],
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17 intermediates = [
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18 attr[Vec4f]("vertexColor"),
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19 attr[Vec2f]("colorTexCoord"),
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20 attr[uint16]("materialIndexOut", noInterpolation = true)
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21 ],
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22 outputs = [attr[Vec4f]("color")],
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23 uniforms = [
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24 attr[Mat4]("projection"),
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25 attr[Mat4]("view"),
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26 attr[Vec4f]("color", arrayCount = 4),
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27 ],
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28 samplers = [attr[Texture]("baseTexture", arrayCount = 4)],
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29 vertexCode = &"""
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30 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection);
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31 vertexColor = Uniforms.color[{MATERIALINDEX_ATTRIBUTE}];
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32 colorTexCoord = texcoord_0;
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33 materialIndexOut = {MATERIALINDEX_ATTRIBUTE};
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34 """,
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35 fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;"
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36 )
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37 engine.initRenderer({COLORED_SINGLE_TEXTURE_MATERIAL: shaderConfiguration})
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38
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39 for scene in scenes.mitems:
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40 scene.addShaderGlobal("projection", Unit4F32)
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41 scene.addShaderGlobal("view", Unit4F32)
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42 engine.loadScene(scene)
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43
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44 var
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45 size = 1'f32
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46 elevation = 0'f32
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47 azimut = 0'f32
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48 currentScene = 0
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49
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50 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
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51 if engine.keyWasPressed(`1`):
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52 currentScene = 0
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53 elif engine.keyWasPressed(`2`):
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54 currentScene = 1
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55 elif engine.keyWasPressed(`3`):
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56 currentScene = 2
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57 elif engine.keyWasPressed(`4`):
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58 currentScene = 3
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59 elif engine.keyWasPressed(`5`):
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60 currentScene = 4
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61 elif engine.keyWasPressed(`6`):
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62 currentScene = 5
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63
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64 if engine.keyWasPressed(NumberRowExtra3):
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65 size = 0.3'f32
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66 elevation = 0'f32
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67 azimut = 0'f32
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68
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69 let ratio = engine.getWindow().size[0] / engine.getWindow().size[1]
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70 size *= 1'f32 + engine.mouseWheel() * 0.05
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71 azimut += engine.mouseMove().x / 180'f32
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72 elevation -= engine.mouseMove().y / 180'f32
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73 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1))
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74 scenes[currentScene].setShaderGlobal(
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75 "view",
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76 scale(size, size, size) * rotate(elevation, newVec3f(1, 0, 0)) * rotate(azimut, Yf32)
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77 )
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78 engine.renderScene(scenes[currentScene])
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79 engine.destroy()
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81 when isMainModule:
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82 main()