Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 362:3eccdbf32c53
add: support inverse matrix and normalized mouse position
author | Sam <sam@basx.dev> |
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date | Fri, 29 Sep 2023 19:30:07 +0700 |
parents | 61c5d5fe9d93 |
children | f054b8bacab8 |
rev | line source |
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1 import std/algorithm |
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2 import std/sequtils |
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3 import std/tables |
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4 import semicongine |
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5 |
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6 proc main() = |
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7 # var myScene = Scene(name: "hi", meshes: @[rect()]) |
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8 # myScene.meshes[0].transform = translate3d(0.2'f32, 0'f32, 0'f32) |
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9 # myScene.root[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) |
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10 var scenes = [ |
268 | 11 # loadScene("default_cube.glb", "1"), |
247 | 12 # loadScene("default_cube1.glb", "3"), |
13 # loadScene("default_cube2.glb", "4"), | |
14 # loadScene("flat.glb", "5"), | |
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15 Scene(name: "Donut", meshes: loadMeshes("tutorialk-donat.glb")[0].toSeq), |
247 | 16 # myScene, |
17 # loadScene("personv3.glb", "2"), | |
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18 ] |
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19 |
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20 var engine = initEngine("Test meshes") |
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21 const |
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22 shaderConfiguration = createShaderConfiguration( |
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23 inputs=[ |
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24 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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25 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead), |
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26 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), |
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27 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), |
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28 ], |
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29 intermediates=[ |
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30 attr[Vec4f]("vertexColor"), |
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31 attr[Vec2f]("colorTexCoord"), |
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32 attr[uint16]("materialIndexOut", noInterpolation=true) |
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33 ], |
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34 outputs=[attr[Vec4f]("color")], |
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35 uniforms=[ |
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36 attr[Mat4]("projection"), |
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37 attr[Mat4]("view"), |
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38 attr[Vec4f]("baseColorFactor", arrayCount=4), |
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39 ], |
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40 samplers=[attr[Texture]("baseColorTexture", arrayCount=4)], |
269 | 41 vertexCode=""" |
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42 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); |
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43 vertexColor = Uniforms.baseColorFactor[materialIndex]; |
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44 colorTexCoord = texcoord_0; |
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45 materialIndexOut = materialIndex; |
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46 """, |
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47 fragmentCode="color = texture(baseColorTexture[materialIndexOut], colorTexCoord) * vertexColor;" |
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48 ) |
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49 engine.initRenderer({ |
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50 "Material": shaderConfiguration, |
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51 "Material.001": shaderConfiguration, |
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52 "Material.002": shaderConfiguration, |
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53 "Material.004": shaderConfiguration, |
344 | 54 }) |
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55 |
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56 for scene in scenes.mitems: |
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57 scene.addShaderGlobal("projection", Unit4F32) |
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58 scene.addShaderGlobal("view", Unit4F32) |
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59 var materials: Table[uint16, Material] |
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60 for mesh in scene.meshes: |
353 | 61 for material in mesh.materials: |
62 if not materials.contains(material.index): | |
63 materials[material.index] = material | |
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64 let baseColors = sortedByIt(values(materials).toSeq, it.index).mapIt(getValue[Vec4f](it.constants["baseColorFactor"], 0)) |
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65 let baseTextures = sortedByIt(values(materials).toSeq, it.index).mapIt(it.textures["baseColorTexture"]) |
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66 scene.addShaderGlobalArray("baseColorFactor", baseColors) |
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67 scene.addShaderGlobalArray("baseColorTexture", baseTextures) |
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68 engine.addScene(scene) |
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69 |
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70 var |
247 | 71 size = 1'f32 |
246 | 72 elevation = 0'f32 |
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73 azimut = 0'f32 |
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74 currentScene = 0 |
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75 |
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76 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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77 if engine.keyWasPressed(`1`): |
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78 currentScene = 0 |
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79 elif engine.keyWasPressed(`2`): |
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80 currentScene = 1 |
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81 elif engine.keyWasPressed(`3`): |
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82 currentScene = 2 |
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83 elif engine.keyWasPressed(`4`): |
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84 currentScene = 3 |
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85 elif engine.keyWasPressed(`5`): |
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86 currentScene = 4 |
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87 elif engine.keyWasPressed(`6`): |
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88 currentScene = 5 |
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89 |
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90 if engine.keyWasPressed(NumberRowExtra3): |
246 | 91 size = 0.3'f32 |
92 elevation = 0'f32 | |
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93 azimut = 0'f32 |
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94 |
246 | 95 let ratio = engine.getWindow().size[0] / engine.getWindow().size[1] |
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96 size *= 1'f32 + engine.mouseWheel() * 0.05 |
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97 azimut += engine.mouseMove().x / 180'f32 |
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98 elevation -= engine.mouseMove().y / 180'f32 |
245 | 99 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) |
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100 scenes[currentScene].setShaderGlobal( |
245 | 101 "view", |
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102 scale(size, size, size) * rotate(elevation, newVec3f(1, 0, 0)) * rotate(azimut, Yf32) |
230 | 103 ) |
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104 engine.renderScene(scenes[currentScene]) |
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105 engine.destroy() |
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106 |
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107 when isMainModule: |
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108 main() |