Mercurial > games > semicongine
annotate old_tests/test_mesh.nim @ 1309:53a8766292a7
did: cleanup, add: vec2 matrix multiplication helpers
author | sam <sam@basx.dev> |
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date | Thu, 08 Aug 2024 16:00:32 +0700 |
parents | 6360c8d17ce0 |
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rev | line source |
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979 | 1 import std/strformat |
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2 import semicongine |
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3 |
1021 | 4 const |
5 MeshMaterial* = MaterialType( | |
6 name: "colored single texture material", | |
7 vertexAttributes: { | |
8 "position": Vec3F32, | |
9 "texcoord_0": Vec2F32, | |
10 }.toTable, | |
11 attributes: {"baseTexture": TextureType, "color": Vec4F32}.toTable | |
12 ) | |
13 | |
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14 proc main() = |
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15 var scenes = [ |
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16 Scene(name: "Donut", meshes: LoadMeshes("donut.glb", MeshMaterial)[0].toSeq), |
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17 ] |
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18 |
1138 | 19 var engine = InitEngine("Test meshes") |
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20 const |
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21 shaderConfiguration = CreateShaderConfiguration( |
1021 | 22 name = "default shader", |
420 | 23 inputs = [ |
1137 | 24 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), |
25 Attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true), | |
26 Attr[Vec2f]("texcoord_0", memoryPerformanceHint = PreferFastRead), | |
27 Attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true), | |
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28 ], |
420 | 29 intermediates = [ |
1137 | 30 Attr[Vec4f]("vertexColor"), |
31 Attr[Vec2f]("colorTexCoord"), | |
32 Attr[uint16]("materialIndexOut", noInterpolation = true) | |
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33 ], |
1137 | 34 outputs = [Attr[Vec4f]("color")], |
420 | 35 uniforms = [ |
1137 | 36 Attr[Mat4]("projection"), |
37 Attr[Mat4]("view"), | |
38 Attr[Vec4f]("color", arrayCount = 4), | |
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39 ], |
1137 | 40 samplers = [Attr[Texture]("baseTexture", arrayCount = 4)], |
420 | 41 vertexCode = &""" |
1021 | 42 gl_Position = vec4(position, 1.0) * (transform * (Uniforms.view * Uniforms.projection)); |
420 | 43 vertexColor = Uniforms.color[{MATERIALINDEX_ATTRIBUTE}]; |
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44 colorTexCoord = texcoord_0; |
420 | 45 materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; |
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46 """, |
420 | 47 fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" |
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48 ) |
1138 | 49 engine.InitRenderer({MeshMaterial: shaderConfiguration}) |
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50 |
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51 for scene in scenes.mitems: |
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52 scene.AddShaderGlobal("projection", Unit4F32) |
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53 scene.AddShaderGlobal("view", Unit4F32) |
1138 | 54 engine.LoadScene(scene) |
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55 |
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56 var |
247 | 57 size = 1'f32 |
246 | 58 elevation = 0'f32 |
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59 azimut = 0'f32 |
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60 currentScene = 0 |
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61 |
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62 while engine.UpdateInputs() and not KeyIsDown(Escape): |
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63 if KeyWasPressed(`1`): |
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64 currentScene = 0 |
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65 elif KeyWasPressed(`2`): |
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66 currentScene = 1 |
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67 elif KeyWasPressed(`3`): |
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68 currentScene = 2 |
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69 elif KeyWasPressed(`4`): |
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70 currentScene = 3 |
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71 elif KeyWasPressed(`5`): |
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72 currentScene = 4 |
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73 elif KeyWasPressed(`6`): |
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74 currentScene = 5 |
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75 |
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76 if KeyWasPressed(NumberRowExtra3): |
246 | 77 size = 0.3'f32 |
78 elevation = 0'f32 | |
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79 azimut = 0'f32 |
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80 |
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81 let ratio = engine.GetWindow().Size[0] / engine.GetWindow().Size[1] |
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82 size *= 1'f32 + MouseWheel() * 0.05 |
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83 azimut += MouseMove().x / 180'f32 |
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84 elevation -= MouseMove().y / 180'f32 |
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85 scenes[currentScene].SetShaderGlobal("projection", Perspective(PI / 2, ratio, -0.5, 1)) |
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86 scenes[currentScene].SetShaderGlobal( |
245 | 87 "view", |
1136 | 88 Scale(size, size, size) * Rotate(elevation, NewVec3f(1, 0, 0)) * Rotate(azimut, Yf32) |
230 | 89 ) |
1138 | 90 engine.RenderScene(scenes[currentScene]) |
91 engine.Destroy() | |
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92 |
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93 when isMainModule: |
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94 main() |