Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 408:848a6845a588
did: overhaul dynamic array-api in a few places
author | Sam <sam@basx.dev> |
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date | Thu, 04 Jan 2024 21:13:11 +0700 |
parents | f4f1474dc70a |
children | 91e018270832 |
rev | line source |
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1 import semicongine |
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2 |
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3 proc main() = |
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4 var scenes = [ |
373 | 5 Scene(name: "Donut", meshes: loadMeshes("donut.glb", COLORED_SINGLE_TEXTURE_MATERIAL)[0].toSeq), |
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6 ] |
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7 |
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8 var engine = initEngine("Test meshes") |
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9 const |
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10 shaderConfiguration = createShaderConfiguration( |
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11 inputs=[ |
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12 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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13 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true), |
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14 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), |
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15 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), |
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16 ], |
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17 intermediates=[ |
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18 attr[Vec4f]("vertexColor"), |
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19 attr[Vec2f]("colorTexCoord"), |
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20 attr[uint16]("materialIndexOut", noInterpolation=true) |
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21 ], |
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22 outputs=[attr[Vec4f]("color")], |
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23 uniforms=[ |
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24 attr[Mat4]("projection"), |
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25 attr[Mat4]("view"), |
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26 attr[Vec4f]("color", arrayCount=4), |
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27 ], |
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28 samplers=[attr[Texture]("baseTexture", arrayCount=4)], |
269 | 29 vertexCode=""" |
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30 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); |
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31 vertexColor = Uniforms.color[materialIndex]; |
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32 colorTexCoord = texcoord_0; |
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33 materialIndexOut = materialIndex; |
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34 """, |
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35 fragmentCode="color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" |
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36 ) |
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37 engine.initRenderer({COLORED_SINGLE_TEXTURE_MATERIAL: shaderConfiguration}) |
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38 |
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39 for scene in scenes.mitems: |
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40 scene.addShaderGlobal("projection", Unit4F32) |
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41 scene.addShaderGlobal("view", Unit4F32) |
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42 engine.loadScene(scene) |
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43 |
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44 var |
247 | 45 size = 1'f32 |
246 | 46 elevation = 0'f32 |
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47 azimut = 0'f32 |
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48 currentScene = 0 |
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49 |
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50 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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51 if engine.keyWasPressed(`1`): |
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52 currentScene = 0 |
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53 elif engine.keyWasPressed(`2`): |
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54 currentScene = 1 |
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55 elif engine.keyWasPressed(`3`): |
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56 currentScene = 2 |
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57 elif engine.keyWasPressed(`4`): |
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58 currentScene = 3 |
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59 elif engine.keyWasPressed(`5`): |
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60 currentScene = 4 |
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61 elif engine.keyWasPressed(`6`): |
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62 currentScene = 5 |
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63 |
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64 if engine.keyWasPressed(NumberRowExtra3): |
246 | 65 size = 0.3'f32 |
66 elevation = 0'f32 | |
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67 azimut = 0'f32 |
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68 |
246 | 69 let ratio = engine.getWindow().size[0] / engine.getWindow().size[1] |
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70 size *= 1'f32 + engine.mouseWheel() * 0.05 |
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71 azimut += engine.mouseMove().x / 180'f32 |
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72 elevation -= engine.mouseMove().y / 180'f32 |
245 | 73 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) |
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74 scenes[currentScene].setShaderGlobal( |
245 | 75 "view", |
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76 scale(size, size, size) * rotate(elevation, newVec3f(1, 0, 0)) * rotate(azimut, Yf32) |
230 | 77 ) |
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78 engine.renderScene(scenes[currentScene]) |
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79 engine.destroy() |
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80 |
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81 when isMainModule: |
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82 main() |