annotate tests/test_mesh.nim @ 228:6b02e108ba54

add: small refactoring
author Sam <sam@basx.dev>
date Mon, 15 May 2023 23:51:21 +0700
parents ddfc54036e00
children 027f6ff06585
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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()