Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 729:7b72da29ad8d
update shader to work correctly
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sun, 28 May 2023 18:11:17 +0700 |
| parents | 5f7ec8d1bd33 |
| children | b5fb27b0f7a4 |
| rev | line source |
|---|---|
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2ca938595aea
add: basic loading of glTF files (*.glb), no materials yet
Sam <sam@basx.dev>
parents:
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1 import semicongine |
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add: basic loading of glTF files (*.glb), no materials yet
Sam <sam@basx.dev>
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2 |
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2ca938595aea
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3 proc main() = |
| 708 | 4 var ent1 = newEntity("hoho", rect()) |
| 5 var ent2 = newEntity("hehe", ent1) | |
| 6 var myScene = newScene("hi", ent2) | |
| 7 myScene.root.transform = translate3d(0.2'f32, 0'f32, 0'f32) | |
| 8 myScene.root.children[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) | |
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9 var scenes = [ |
| 729 | 10 # loadScene("default_cube.glb", "1"), |
| 708 | 11 # loadScene("default_cube1.glb", "3"), |
| 12 # loadScene("default_cube2.glb", "4"), | |
| 13 # loadScene("flat.glb", "5"), | |
| 729 | 14 loadScene("tutorialk-donat.glb", "6"), |
| 708 | 15 # myScene, |
| 16 # loadScene("personv3.glb", "2"), | |
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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 vertexInput = @[ |
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22 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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23 attr[uint8]("material", memoryPerformanceHint=PreferFastRead), |
| 708 | 24 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), |
| 25 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | |
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26 ] |
| 729 | 27 vertexOutput = @[ |
| 28 attr[Vec4f]("vertexColor"), | |
| 29 attr[Vec2f]("colorTexCoord"), | |
| 30 attr[uint8]("materialId", noInterpolation=true) | |
| 31 ] | |
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32 fragOutput = @[attr[Vec4f]("color")] |
| 706 | 33 uniforms = @[ |
| 34 attr[Mat4]("projection"), | |
| 35 attr[Mat4]("view"), | |
| 729 | 36 attr[Vec4f]("baseColorFactor", arrayCount=4), |
| 706 | 37 ] |
| 708 | 38 samplers = @[ |
| 729 | 39 attr[Sampler2DType]("baseColorTexture", arrayCount=4), |
| 708 | 40 ] |
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41 vertexCode = compileGlslShader( |
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42 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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43 inputs=vertexInput, |
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44 outputs=vertexOutput, |
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add: basic loading of glTF files (*.glb), no materials yet
Sam <sam@basx.dev>
parents:
diff
changeset
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45 uniforms=uniforms, |
| 708 | 46 samplers=samplers, |
| 47 main=""" | |
| 48 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); | |
| 729 | 49 vertexColor = Uniforms.baseColorFactor[material]; |
| 50 colorTexCoord = texcoord_0; | |
| 51 materialId = material; | |
| 708 | 52 """ |
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53 ) |
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54 fragmentCode = compileGlslShader( |
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55 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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56 inputs=vertexOutput, |
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57 outputs=fragOutput, |
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58 uniforms=uniforms, |
| 708 | 59 samplers=samplers, |
| 729 | 60 main=""" |
| 61 vec4 col[4] = vec4[4](vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1), vec4(1, 1, 1, 1)); | |
| 62 color = texture(baseColorTexture[materialId], colorTexCoord) * vertexColor; | |
| 63 """ | |
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64 ) |
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65 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) |
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66 for scene in scenes.mitems: |
| 714 | 67 engine.addScene(scene, vertexInput, samplers, transformAttribute="transform") |
| 706 | 68 scene.addShaderGlobal("projection", Unit4) |
| 69 scene.addShaderGlobal("view", Unit4) | |
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70 var |
| 708 | 71 size = 1'f32 |
| 707 | 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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parents:
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78 currentScene = 0 |
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79 elif engine.keyWasPressed(`2`): |
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Sam <sam@basx.dev>
parents:
691
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80 currentScene = 1 |
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81 elif engine.keyWasPressed(`3`): |
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Sam <sam@basx.dev>
parents:
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82 currentScene = 2 |
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83 elif engine.keyWasPressed(`4`): |
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Sam <sam@basx.dev>
parents:
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84 currentScene = 3 |
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85 elif engine.keyWasPressed(`5`): |
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Sam <sam@basx.dev>
parents:
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86 currentScene = 4 |
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87 elif engine.keyWasPressed(`6`): |
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Sam <sam@basx.dev>
parents:
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88 currentScene = 5 |
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89 |
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90 if engine.keyWasPressed(NumberRowExtra3): |
| 707 | 91 size = 0.3'f32 |
| 92 elevation = 0'f32 | |
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93 azimut = 0'f32 |
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94 |
| 707 | 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 |
| 706 | 99 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) |
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100 scenes[currentScene].setShaderGlobal( |
| 706 | 101 "view", |
| 102 scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) | |
| 691 | 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() |
