annotate tests/test_mesh.nim @ 693:86048c6ed6fd

did: restructure roadmap a bit, update progress
author Sam <sam@basx.dev>
date Fri, 19 May 2023 12:45:50 +0700
parents 9182a5d2ea3a
children f05497ef8fd2
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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("default_cube.glb")
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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 vertexInput = @[attr[Vec3f]("POSITION", memoryPerformanceHint=PreferFastRead)]
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11 fragOutput = @[attr[Vec4f]("color")]
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12 uniforms = @[attr[Mat4]("transform")]
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13 vertexCode = compileGlslShader(
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14 stage=VK_SHADER_STAGE_VERTEX_BIT,
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15 inputs=vertexInput,
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16 uniforms=uniforms,
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17 main="""gl_Position = vec4(POSITION, 1.0) * Uniforms.transform;"""
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18 )
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19 fragmentCode = compileGlslShader(
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20 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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21 outputs=fragOutput,
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22 uniforms=uniforms,
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23 main="""
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24 color = vec4(61/255, 43/255, 31/255, 1);
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25 """
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26 )
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27 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
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28 engine.addScene(scene, vertexInput)
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29 let rotateAxis = newVec3f(0, 1, 0)
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30 scene.addShaderGlobal("transform", Unit4)
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31 var t = cpuTime()
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32 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
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33 scene.setShaderGlobal(
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34 "transform",
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35 scale3d(0.2'f32, 0.2'f32, 0.2'f32) * translate3d(0'f32, 0'f32, 1.8'f32) * rotate3d(float32(PI) / 4'f32, newVec3f(1, 0, 0)) * rotate3d(-float32(cpuTime() - t), rotateAxis)
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36 )
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37 engine.renderScene(scene)
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38 engine.destroy()
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39
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40
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41 when isMainModule:
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42 main()