Mercurial > games > semicongine
annotate tests/test_gltf.nim @ 1423:3b8a736c45a7
did: put almost all global state into a single struct
author | sam <sam@basx.dev> |
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date | Thu, 09 Jan 2025 23:03:47 +0700 |
parents | 5e5a3311ca44 |
children | 676fc13685a9 |
rev | line source |
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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 |
1267 | 7 import ../semicongine |
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8 |
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9 proc test_gltf(time: float32, renderPass: RenderPass) = |
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10 var renderdata = initRenderData() |
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11 |
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12 type |
1253 | 13 ObjectData = object |
14 transform: Mat4 | |
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15 materialId: int32 |
1332 | 16 |
1253 | 17 Camera = object |
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18 view: Mat4 |
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19 normal: Mat4 |
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20 projection: Mat4 |
1332 | 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 |
1248 | 25 metallic: float32 = 0 |
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 |
1332 | 30 emissive: Vec4f = vec4(0, 0, 0, 0) # emissiveTexture: int32 = -1 |
31 | |
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32 MainDescriptors = object |
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33 materials: array[50, GPUValue[Material, UniformBuffer]] |
1253 | 34 camera: GPUValue[Camera, UniformBufferMapped] |
1332 | 35 |
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36 Shader = object |
1323 | 37 objectData {.PushConstant.}: ObjectData |
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38 position {.VertexAttribute.}: Vec3f |
1254 | 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 |
1323 | 45 descriptors {.DescriptorSet: 0.}: MainDescriptors |
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46 # code |
1332 | 47 vertexCode: string = |
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 }""" |
1332 | 58 fragmentCode: string = |
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 }""" |
1332 | 90 |
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91 Mesh = object |
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92 position: GPUArray[Vec3f, VertexBuffer] |
1254 | 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]( |
1259 | 99 "town.glb", |
100 # "forest.glb", | |
1248 | 101 MeshAttributeNames( |
102 POSITION: "position", | |
1254 | 103 COLOR: @["color"], |
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104 NORMAL: "normal", |
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105 indices: "indices", |
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106 material: "material", |
1254 | 107 ), |
1248 | 108 MaterialAttributeNames( |
109 baseColorFactor: "color", | |
110 baseColorTexture: "colorTexture", | |
111 metallicFactor: "metallic", | |
112 roughnessFactor: "roughness", | |
113 metallicRoughnessTexture: "metallicRoughnessTexture", | |
114 normalTexture: "normalTexture", | |
115 occlusionTexture: "occlusionTexture", | |
116 emissiveTexture: "emissiveTexture", | |
117 emissiveFactor: "emissive", | |
1332 | 118 ), |
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119 ) |
1323 | 120 var descriptors = asDescriptorSetData( |
1253 | 121 MainDescriptors( |
1332 | 122 camera: asGPUValue( |
123 Camera(view: Unit4, normal: Unit4, projection: Unit4), UniformBufferMapped | |
124 ) | |
1254 | 125 ) |
1253 | 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) |
1251 | 129 for mesh in mitems(gltfData.meshes): |
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130 for primitive in mitems(mesh): |
1332 | 131 primitive[0].color = asGPUArray( |
132 newSeqWith(primitive[0].position.data.len, vec4(1, 1, 1, 1)), VertexBuffer | |
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 = createPipeline(Shader(), renderPass = renderPass, cullMode = []) |
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138 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors) |
1254 | 139 |
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140 renderdata.flushAllMemory() |
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141 |
1332 | 142 proc drawNode( |
143 commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4 | |
144 ) = | |
1251 | 145 let nodeTransform = gltfData.nodes[nodeId].transform * transform |
146 if gltfData.nodes[nodeId].mesh >= 0: | |
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147 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh].mitems: |
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148 renderWithPushConstant( |
1254 | 149 commandbuffer = commandbuffer, |
150 pipeline = pipeline, | |
151 mesh = primitive[0], | |
1332 | 152 pushConstant = |
153 ObjectData(transform: nodeTransform, materialId: primitive[0].material), | |
1254 | 154 ) |
1251 | 155 for childNode in gltfData.nodes[nodeId].children: |
1332 | 156 drawNode( |
157 commandbuffer = commandbuffer, | |
158 pipeline = pipeline, | |
159 nodeId = childNode, | |
160 transform = nodeTransform, | |
161 ) | |
1251 | 162 |
1254 | 163 var camPos: Vec3f |
164 var camYaw: float32 | |
165 var camPitch: float32 | |
166 | |
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167 discard updateInputs() # clear inputs, otherwise MouseMove will have stuff |
1251 | 168 |
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169 var start = getMonoTime() |
1254 | 170 var lastT = getMonoTime() |
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171 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and updateInputs(): |
1254 | 172 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32 |
173 lastT = getMonoTime() | |
174 | |
1332 | 175 camYaw += mouseMove().x.float32 / 1000'f32 |
1306 | 176 camPitch += mouseMove().y.float32 / 1000'f32 |
1254 | 177 var |
178 forward = 0'f32 | |
179 sideward = 0'f32 | |
1332 | 180 if keyIsDown(W): |
181 forward += 2 | |
182 if keyIsDown(S): | |
183 forward -= 2 | |
184 if keyIsDown(A): | |
185 sideward -= 2 | |
186 if keyIsDown(D): | |
187 sideward += 2 | |
1254 | 188 |
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189 let camDir = (rotate(camYaw, Y) * rotate(camPitch, X)) * Z |
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190 let camDirSide = camDir.cross(-Y).normalized |
1254 | 191 camPos += camDir * forward * dt |
192 camPos += camDirSide * sideward * dt | |
193 | |
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194 let view = rotate(-camPitch, X) * rotate(-camYaw, Y) * translate(-camPos) |
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195 descriptors.data.camera.data.view = view |
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196 descriptors.data.camera.data.normal = view |
1332 | 197 descriptors.data.camera.data.projection = |
198 projection(PI / 2, aspect = getAspectRatio(), zNear = 0.01, zFar = 20) | |
1254 | 199 |
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200 updateGPUBuffer(descriptors.data.camera) |
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201 |
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202 withNextFrame(framebuffer, commandbuffer): |
1332 | 203 withRenderPass( |
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204 renderPass, |
1332 | 205 framebuffer, |
206 commandbuffer, | |
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207 frameWidth(), |
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208 frameHeight(), |
1332 | 209 vec4(0, 0, 0, 0), |
210 ): | |
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211 withPipeline(commandbuffer, pipeline): |
1323 | 212 bindDescriptorSet(commandbuffer, descriptors, 0, pipeline) |
213 for nodeId in gltfData.scenes[0]: | |
214 drawNode( | |
215 commandbuffer = commandbuffer, | |
216 pipeline = pipeline, | |
217 nodeId = nodeId, | |
1332 | 218 transform = rotate(PI / 2, Z), |
1323 | 219 ) |
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220 |
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221 # cleanup |
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222 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
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223 destroyPipeline(pipeline) |
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224 destroyRenderData(renderdata) |
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225 |
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226 when isMainModule: |
1254 | 227 var time = 1000'f32 |
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228 initEngine("Test glTF") |
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229 |
1332 | 230 var renderpass = createDirectPresentationRenderPass( |
231 depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT | |
232 ) | |
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233 setupSwapchain(renderpass = renderpass) |
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234 lockMouse(true) |
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235 # showSystemCursor(false) |
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236 |
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237 # tests a simple triangle with minimalistic shader and vertex format |
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238 test_gltf(time, renderpass) |
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239 |
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240 checkVkResult vkDeviceWaitIdle(engine().vulkan.device) |
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241 destroyRenderPass(renderpass) |
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242 clearSwapchain() |
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243 |
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244 destroyVulkan() |