annotate tests/test_gltf.nim @ 1337:164276e8697f

did: small fix with image arrays
author sam <sam@basx.dev>
date Sat, 24 Aug 2024 14:10:21 +0700
parents df3c075e5dea
children
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1 import std/math
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2 import std/sequtils
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3 import std/monotimes
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4 import std/times
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5 import std/options
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6
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7 import ../semicongine
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8
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9 proc test_gltf(time: float32) =
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10 var renderdata = initRenderData()
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11
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12 type
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13 ObjectData = object
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14 transform: Mat4
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15 materialId: int32
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16
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17 Camera = object
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18 view: Mat4
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19 normal: Mat4
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20 projection: Mat4
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21
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22 Material = object
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23 color: Vec4f = vec4(1, 1, 1, 1)
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24 # colorTexture: int32 = -1
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25 metallic: float32 = 0
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26 roughness: float32 = 0
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27 # metallicRoughnessTexture: int32 = -1
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28 # normalTexture: int32 = -1
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29 # occlusionTexture: int32 = -1
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30 emissive: Vec4f = vec4(0, 0, 0, 0) # emissiveTexture: int32 = -1
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31
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32 MainDescriptors = object
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33 materials: array[50, GPUValue[Material, UniformBuffer]]
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34 camera: GPUValue[Camera, UniformBufferMapped]
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35
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36 Shader = object
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37 objectData {.PushConstant.}: ObjectData
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38 position {.VertexAttribute.}: Vec3f
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39 color {.VertexAttribute.}: Vec4f
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40 normal {.VertexAttribute.}: Vec3f
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41 fragmentPosition {.Pass.}: Vec3f
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42 fragmentColor {.Pass.}: Vec4f
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43 fragmentNormal {.Pass.}: Vec3f
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44 outColor {.ShaderOutput.}: Vec4f
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45 descriptors {.DescriptorSet: 0.}: MainDescriptors
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46 # code
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47 vertexCode: string =
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48 """
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49 void main() {
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50 mat4 modelView = objectData.transform * camera.view;
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51 mat3 normalMat = mat3(transpose(inverse(objectData.transform)));
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52 vec4 posTransformed = vec4(position, 1) * modelView;
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53 fragmentPosition = posTransformed.xyz / posTransformed.w;
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54 fragmentColor = color * materials[objectData.materialId].color;
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55 fragmentNormal = normal * normalMat;
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56 gl_Position = vec4(position, 1) * (modelView * camera.projection);
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57 }"""
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58 fragmentCode: string =
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59 """
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60 const vec3 lightPosition = vec3(7, 9, -12);
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61 const float shininess = 40;
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62 const vec3 ambientColor = vec3(0, 0, 0);
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63 const vec3 lightColor = vec3(1, 1, 1);
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64 // const vec3 specColor = vec3(1, 1, 1);
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65 const float lightPower = 20;
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66 void main() {
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67 // some setup
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68 vec3 normal = normalize(fragmentNormal);
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69 vec3 lightDir = lightPosition - fragmentPosition;
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70 float dist = length(lightDir);
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71 lightDir = normalize(lightDir);
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72
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73 float lambertian = max(dot(lightDir, normal), 0);
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74 float specular = 0;
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75
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76 // blinn-phong
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77 if (lambertian > 0) {
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78 vec3 viewDir = normalize(-fragmentPosition);
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79 vec3 halfDir = normalize(lightDir + viewDir);
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80 float specAngle = max(dot(halfDir, normal), 0.0);
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81 specular = pow(specAngle, shininess);
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82 }
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83
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84 vec3 diffuseColor = fragmentColor.rgb;
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85 vec3 specColor = diffuseColor;
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86 vec3 color = ambientColor + diffuseColor * lambertian * lightColor * lightPower / dist + specColor * specular * lightColor * lightPower / dist;
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87
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88 outColor = vec4(color, fragmentColor.a);
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89 }"""
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90
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91 Mesh = object
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92 position: GPUArray[Vec3f, VertexBuffer]
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93 color: GPUArray[Vec4f, VertexBuffer]
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94 normal: GPUArray[Vec3f, VertexBuffer]
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95 indices: GPUArray[uint32, IndexBuffer]
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96 material: int32
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97
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98 var gltfData = loadMeshes[Mesh, Material](
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99 "town.glb",
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100 # "forest.glb",
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101 MeshAttributeNames(
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102 POSITION: "position",
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103 COLOR: @["color"],
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104 NORMAL: "normal",
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105 indices: "indices",
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106 material: "material",
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107 ),
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108 MaterialAttributeNames(
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109 baseColorFactor: "color",
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110 baseColorTexture: "colorTexture",
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111 metallicFactor: "metallic",
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112 roughnessFactor: "roughness",
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113 metallicRoughnessTexture: "metallicRoughnessTexture",
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114 normalTexture: "normalTexture",
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115 occlusionTexture: "occlusionTexture",
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116 emissiveTexture: "emissiveTexture",
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117 emissiveFactor: "emissive",
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118 ),
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119 )
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120 var descriptors = asDescriptorSetData(
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121 MainDescriptors(
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122 camera: asGPUValue(
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123 Camera(view: Unit4, normal: Unit4, projection: Unit4), UniformBufferMapped
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124 )
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125 )
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126 )
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127 for i in 0 ..< gltfData.materials.len:
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128 descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer)
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129 for mesh in mitems(gltfData.meshes):
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130 for primitive in mitems(mesh):
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131 primitive[0].color = asGPUArray(
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132 newSeqWith(primitive[0].position.data.len, vec4(1, 1, 1, 1)), VertexBuffer
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133 )
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134 renderdata.assignBuffers(primitive[0])
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135 renderdata.assignBuffers(descriptors)
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136
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137 var pipeline =
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138 createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, cullMode = [])
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139 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors)
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140
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141 renderdata.flushAllMemory()
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142
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143 proc drawNode(
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144 commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4
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145 ) =
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146 let nodeTransform = gltfData.nodes[nodeId].transform * transform
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147 if gltfData.nodes[nodeId].mesh >= 0:
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148 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh].mitems:
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149 renderWithPushConstant(
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150 commandbuffer = commandbuffer,
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151 pipeline = pipeline,
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152 mesh = primitive[0],
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153 pushConstant =
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154 ObjectData(transform: nodeTransform, materialId: primitive[0].material),
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155 )
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156 for childNode in gltfData.nodes[nodeId].children:
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157 drawNode(
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158 commandbuffer = commandbuffer,
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159 pipeline = pipeline,
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160 nodeId = childNode,
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161 transform = nodeTransform,
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162 )
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163
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164 var camPos: Vec3f
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165 var camYaw: float32
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166 var camPitch: float32
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167
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168 discard updateInputs() # clear inputs, otherwise MouseMove will have stuff
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169
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170 var start = getMonoTime()
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171 var lastT = getMonoTime()
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172 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and updateInputs():
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173 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32
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174 lastT = getMonoTime()
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175
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176 camYaw += mouseMove().x.float32 / 1000'f32
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177 camPitch += mouseMove().y.float32 / 1000'f32
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178 var
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179 forward = 0'f32
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180 sideward = 0'f32
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181 if keyIsDown(W):
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182 forward += 2
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183 if keyIsDown(S):
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184 forward -= 2
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185 if keyIsDown(A):
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186 sideward -= 2
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187 if keyIsDown(D):
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188 sideward += 2
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189
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190 let camDir = (rotate(camYaw, Y) * rotate(camPitch, X)) * Z
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191 let camDirSide = camDir.cross(-Y).normalized
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192 camPos += camDir * forward * dt
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193 camPos += camDirSide * sideward * dt
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194
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195 let view = rotate(-camPitch, X) * rotate(-camYaw, Y) * translate(-camPos)
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196 descriptors.data.camera.data.view = view
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197 descriptors.data.camera.data.normal = view
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198 descriptors.data.camera.data.projection =
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199 projection(PI / 2, aspect = getAspectRatio(), zNear = 0.01, zFar = 20)
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200
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201 updateGPUBuffer(descriptors.data.camera)
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202
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203 withNextFrame(framebuffer, commandbuffer):
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204 withRenderPass(
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205 vulkan.swapchain.renderPass,
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206 framebuffer,
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207 commandbuffer,
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208 vulkan.swapchain.width,
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209 vulkan.swapchain.height,
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210 vec4(0, 0, 0, 0),
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211 ):
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212 withPipeline(commandbuffer, pipeline):
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213 bindDescriptorSet(commandbuffer, descriptors, 0, pipeline)
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214 for nodeId in gltfData.scenes[0]:
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215 drawNode(
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216 commandbuffer = commandbuffer,
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217 pipeline = pipeline,
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218 nodeId = nodeId,
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219 transform = rotate(PI / 2, Z),
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220 )
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221
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222 # cleanup
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223 checkVkResult vkDeviceWaitIdle(vulkan.device)
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224 destroyPipeline(pipeline)
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225 destroyRenderData(renderdata)
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226
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227 when isMainModule:
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228 var time = 1000'f32
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229 initVulkan()
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parents:
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230
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231 var renderpass = createDirectPresentationRenderPass(
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232 depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT
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233 )
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234 setupSwapchain(renderpass = renderpass)
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235 lockMouse(true)
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diff changeset
236 # showSystemCursor(false)
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237
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238 # tests a simple triangle with minimalistic shader and vertex format
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parents:
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239 test_gltf(time)
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parents:
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240
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241 checkVkResult vkDeviceWaitIdle(vulkan.device)
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parents:
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242 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
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243 clearSwapchain()
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244
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245 destroyVulkan()