Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 987:49d73ed5a1ec
add: tests and did some simplification of code
author | sam <sam@basx.dev> |
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date | Sun, 07 Apr 2024 01:17:40 +0700 |
parents | 6406766a222d |
children | 73b572f82a1f |
rev | line source |
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979 | 1 import std/strformat |
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2 import semicongine |
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3 |
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4 proc main() = |
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5 var scenes = [ |
373 | 6 Scene(name: "Donut", meshes: loadMeshes("donut.glb", COLORED_SINGLE_TEXTURE_MATERIAL)[0].toSeq), |
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7 ] |
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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 shaderConfiguration = createShaderConfiguration( |
420 | 12 inputs = [ |
13 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
14 attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true), | |
15 attr[Vec2f]("texcoord_0", memoryPerformanceHint = PreferFastRead), | |
16 attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true), | |
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17 ], |
420 | 18 intermediates = [ |
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19 attr[Vec4f]("vertexColor"), |
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20 attr[Vec2f]("colorTexCoord"), |
420 | 21 attr[uint16]("materialIndexOut", noInterpolation = true) |
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22 ], |
420 | 23 outputs = [attr[Vec4f]("color")], |
24 uniforms = [ | |
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25 attr[Mat4]("projection"), |
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26 attr[Mat4]("view"), |
420 | 27 attr[Vec4f]("color", arrayCount = 4), |
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28 ], |
420 | 29 samplers = [attr[Texture]("baseTexture", arrayCount = 4)], |
30 vertexCode = &""" | |
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31 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); |
420 | 32 vertexColor = Uniforms.color[{MATERIALINDEX_ATTRIBUTE}]; |
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33 colorTexCoord = texcoord_0; |
420 | 34 materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; |
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35 """, |
420 | 36 fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" |
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37 ) |
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38 engine.initRenderer({COLORED_SINGLE_TEXTURE_MATERIAL: shaderConfiguration}) |
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39 |
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40 for scene in scenes.mitems: |
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41 scene.addShaderGlobal("projection", Unit4F32) |
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42 scene.addShaderGlobal("view", Unit4F32) |
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43 engine.loadScene(scene) |
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44 |
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45 var |
247 | 46 size = 1'f32 |
246 | 47 elevation = 0'f32 |
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48 azimut = 0'f32 |
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49 currentScene = 0 |
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50 |
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51 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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52 if engine.keyWasPressed(`1`): |
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53 currentScene = 0 |
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54 elif engine.keyWasPressed(`2`): |
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55 currentScene = 1 |
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56 elif engine.keyWasPressed(`3`): |
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57 currentScene = 2 |
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58 elif engine.keyWasPressed(`4`): |
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59 currentScene = 3 |
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60 elif engine.keyWasPressed(`5`): |
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61 currentScene = 4 |
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62 elif engine.keyWasPressed(`6`): |
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63 currentScene = 5 |
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64 |
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65 if engine.keyWasPressed(NumberRowExtra3): |
246 | 66 size = 0.3'f32 |
67 elevation = 0'f32 | |
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68 azimut = 0'f32 |
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69 |
246 | 70 let ratio = engine.getWindow().size[0] / engine.getWindow().size[1] |
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71 size *= 1'f32 + engine.mouseWheel() * 0.05 |
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72 azimut += engine.mouseMove().x / 180'f32 |
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73 elevation -= engine.mouseMove().y / 180'f32 |
245 | 74 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) |
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75 scenes[currentScene].setShaderGlobal( |
245 | 76 "view", |
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77 scale(size, size, size) * rotate(elevation, newVec3f(1, 0, 0)) * rotate(azimut, Yf32) |
230 | 78 ) |
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79 engine.renderScene(scenes[currentScene]) |
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80 engine.destroy() |
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81 |
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82 when isMainModule: |
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83 main() |