Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 1021:73b572f82a1f
add: bases for a better input-system
author | sam <sam@basx.dev> |
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date | Thu, 09 May 2024 23:02:35 +0700 |
parents | 6406766a222d |
children | 74957cbf589b |
rev | line source |
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979 | 1 import std/strformat |
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add: basic loading of glTF files (*.glb), no materials yet
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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 = [ |
1021 | 16 Scene(name: "Donut", meshes: loadMeshes("donut.glb", MeshMaterial)[0].toSeq), |
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17 ] |
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18 |
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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 = [ |
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 = [ |
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30 attr[Vec4f]("vertexColor"), |
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31 attr[Vec2f]("colorTexCoord"), |
420 | 32 attr[uint16]("materialIndexOut", noInterpolation = true) |
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33 ], |
420 | 34 outputs = [attr[Vec4f]("color")], |
35 uniforms = [ | |
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36 attr[Mat4]("projection"), |
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37 attr[Mat4]("view"), |
420 | 38 attr[Vec4f]("color", arrayCount = 4), |
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39 ], |
420 | 40 samplers = [attr[Texture]("baseTexture", arrayCount = 4)], |
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 ) |
1021 | 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) |
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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 |
1021 | 62 while engine.updateInputs() and not keyIsDown(Escape): |
63 if keyWasPressed(`1`): | |
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64 currentScene = 0 |
1021 | 65 elif keyWasPressed(`2`): |
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66 currentScene = 1 |
1021 | 67 elif keyWasPressed(`3`): |
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68 currentScene = 2 |
1021 | 69 elif keyWasPressed(`4`): |
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70 currentScene = 3 |
1021 | 71 elif keyWasPressed(`5`): |
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72 currentScene = 4 |
1021 | 73 elif keyWasPressed(`6`): |
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74 currentScene = 5 |
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75 |
1021 | 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 |
246 | 81 let ratio = engine.getWindow().size[0] / engine.getWindow().size[1] |
1021 | 82 size *= 1'f32 + mouseWheel() * 0.05 |
83 azimut += mouseMove().x / 180'f32 | |
84 elevation -= mouseMove().y / 180'f32 | |
85 scenes[currentScene].setShaderGlobal("projection", perspective(PI / 2, ratio, -0.5, 1)) | |
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86 scenes[currentScene].setShaderGlobal( |
245 | 87 "view", |
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88 scale(size, size, size) * rotate(elevation, newVec3f(1, 0, 0)) * rotate(azimut, Yf32) |
230 | 89 ) |
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90 engine.renderScene(scenes[currentScene]) |
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91 engine.destroy() |
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92 |
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93 when isMainModule: |
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94 main() |