Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 683:2ca938595aea
add: basic loading of glTF files (*.glb), no materials yet
author | Sam <sam@basx.dev> |
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date | Mon, 15 May 2023 00:34:00 +0700 |
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children | 027f6ff06585 |
rev | line source |
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683
2ca938595aea
add: basic loading of glTF files (*.glb), no materials yet
Sam <sam@basx.dev>
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1 import std/times |
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2 |
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3 import semicongine |
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4 |
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5 proc main() = |
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6 var scene = loadScene("test1.glb") |
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7 # var scene = loadScene("tutorialk-donat.glb") |
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8 |
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9 var engine = initEngine("Test meshes") |
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10 const |
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11 vertexInput = @[attr[Vec3f]("POSITION", memoryPerformanceHint=PreferFastRead)] |
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12 fragOutput = @[attr[Vec4f]("color")] |
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13 uniforms = @[attr[Mat4]("transform")] |
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14 vertexCode = compileGlslShader( |
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15 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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16 inputs=vertexInput, |
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17 uniforms=uniforms, |
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18 main="""gl_Position = vec4(POSITION * 0.2, 1.0) * Uniforms.transform;""" |
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19 ) |
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20 fragmentCode = compileGlslShader( |
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21 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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22 outputs=fragOutput, |
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23 uniforms=uniforms, |
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24 main=""" |
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25 color = vec4(61/255, 43/255, 31/255, 1); |
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26 """ |
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27 ) |
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28 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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29 engine.addScene(scene, vertexInput) |
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30 let rotateAxis = newVec3f(1, 1, 1) |
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31 scene.addShaderGlobal("transform", rotate3d(0'f32, rotateAxis)) |
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32 var t = cpuTime() |
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33 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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34 scene.setShaderGlobal("transform", rotate3d(float32(cpuTime() - t), rotateAxis)) |
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35 engine.renderScene(scene) |
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36 engine.destroy() |
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37 |
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38 |
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39 when isMainModule: |
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40 main() |