Mercurial > games > semicongine
annotate tests/test_gltf.nim @ 1259:a13509ede62a
fix: use old model for test, for now
author | sam <sam@basx.dev> |
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date | Sun, 28 Jul 2024 21:18:33 +0700 |
parents | 5442d0e9d8ff |
children | 4cf9872f7bb6 |
rev | line source |
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1 import std/os |
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2 import std/sequtils |
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3 import std/monotimes |
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4 import std/times |
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5 import std/options |
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6 import std/random |
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7 |
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8 import ../semiconginev2 |
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9 |
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10 proc test_gltf(time: float32) = |
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11 var renderdata = InitRenderData() |
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12 |
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13 type |
1253 | 14 ObjectData = object |
15 transform: Mat4 | |
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16 materialId: int32 |
1253 | 17 Camera = object |
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18 view: Mat4 |
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19 normal: Mat4 |
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20 projection: Mat4 |
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21 Material = object |
1248 | 22 color: Vec4f = NewVec4f(1, 1, 1, 1) |
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23 # colorTexture: int32 = -1 |
1248 | 24 metallic: float32 = 0 |
25 roughness: float32 = 0 | |
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26 # metallicRoughnessTexture: int32 = -1 |
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27 # normalTexture: int32 = -1 |
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28 # occlusionTexture: int32 = -1 |
1248 | 29 emissive: Vec4f = NewVec4f(0, 0, 0, 0) |
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30 # emissiveTexture: int32 = -1 |
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31 MainDescriptors = object |
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32 materials: array[32, GPUValue[Material, UniformBuffer]] |
1253 | 33 camera: GPUValue[Camera, UniformBufferMapped] |
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34 Shader = object |
1253 | 35 objectData {.PushConstantAttribute.}: ObjectData |
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36 position {.VertexAttribute.}: Vec3f |
1254 | 37 color {.VertexAttribute.}: Vec4f |
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38 normal {.VertexAttribute.}: Vec3f |
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39 fragmentPosition {.Pass.}: Vec3f |
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40 fragmentColor {.Pass.}: Vec4f |
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41 fragmentNormal {.Pass.}: Vec3f |
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42 outColor {.ShaderOutput.}: Vec4f |
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43 descriptors {.DescriptorSets.}: (MainDescriptors, ) |
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44 # code |
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45 vertexCode: string = """ |
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46 void main() { |
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47 mat4 modelView = objectData.transform * camera.view; |
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48 mat3 normalMat = mat3(transpose(inverse(objectData.transform))); |
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49 vec4 posTransformed = vec4(position, 1) * modelView; |
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50 fragmentPosition = posTransformed.xyz / posTransformed.w; |
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51 fragmentColor = color * materials[objectData.materialId].color; |
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52 fragmentNormal = normal * normalMat; |
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53 gl_Position = vec4(position, 1) * (modelView * camera.projection); |
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54 }""" |
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55 fragmentCode: string = """ |
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56 const vec3 lightPosition = vec3(7, 9, -12); |
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57 const float shininess = 40; |
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58 const vec3 ambientColor = vec3(0, 0, 0); |
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59 const vec3 lightColor = vec3(1, 1, 1); |
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60 // const vec3 specColor = vec3(1, 1, 1); |
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61 const float lightPower = 20; |
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62 void main() { |
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63 // some setup |
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64 vec3 normal = normalize(fragmentNormal); |
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65 vec3 lightDir = lightPosition - fragmentPosition; |
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66 float dist = length(lightDir); |
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67 lightDir = normalize(lightDir); |
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68 |
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69 float lambertian = max(dot(lightDir, normal), 0); |
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70 float specular = 0; |
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71 |
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72 // blinn-phong |
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73 if (lambertian > 0) { |
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74 vec3 viewDir = normalize(-fragmentPosition); |
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75 vec3 halfDir = normalize(lightDir + viewDir); |
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76 float specAngle = max(dot(halfDir, normal), 0.0); |
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77 specular = pow(specAngle, shininess); |
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78 } |
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79 |
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80 vec3 diffuseColor = fragmentColor.rgb; |
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81 vec3 specColor = diffuseColor; |
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82 vec3 color = ambientColor + diffuseColor * lambertian * lightColor * lightPower / dist + specColor * specular * lightColor * lightPower / dist; |
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83 |
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84 outColor = vec4(color, fragmentColor.a); |
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85 }""" |
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86 Mesh = object |
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87 position: GPUArray[Vec3f, VertexBuffer] |
1254 | 88 color: GPUArray[Vec4f, VertexBuffer] |
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89 normal: GPUArray[Vec3f, VertexBuffer] |
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90 indices: GPUArray[uint32, IndexBuffer] |
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91 material: int32 |
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92 |
1251 | 93 var gltfData = LoadMeshes[Mesh, Material]( |
1259 | 94 "town.glb", |
95 # "forest.glb", | |
1248 | 96 MeshAttributeNames( |
97 POSITION: "position", | |
1254 | 98 COLOR: @["color"], |
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99 NORMAL: "normal", |
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100 indices: "indices", |
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101 material: "material", |
1254 | 102 ), |
1248 | 103 MaterialAttributeNames( |
104 baseColorFactor: "color", | |
105 baseColorTexture: "colorTexture", | |
106 metallicFactor: "metallic", | |
107 roughnessFactor: "roughness", | |
108 metallicRoughnessTexture: "metallicRoughnessTexture", | |
109 normalTexture: "normalTexture", | |
110 occlusionTexture: "occlusionTexture", | |
111 emissiveTexture: "emissiveTexture", | |
112 emissiveFactor: "emissive", | |
113 ) | |
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114 ) |
1253 | 115 var descriptors = asDescriptorSet( |
116 MainDescriptors( | |
117 camera: asGPUValue(Camera( | |
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118 view: Unit4, |
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119 normal: Unit4, |
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120 projection: Unit4, |
1254 | 121 ), UniformBufferMapped) |
122 ) | |
1253 | 123 ) |
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124 for i in 0 ..< gltfData.materials.len: |
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125 descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer) |
1251 | 126 for mesh in mitems(gltfData.meshes): |
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127 for primitive in mitems(mesh): |
1254 | 128 primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, NewVec4f(1, 1, 1, 1)), VertexBuffer) |
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129 renderdata.AssignBuffers(primitive[0]) |
1253 | 130 renderdata.AssignBuffers(descriptors) |
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131 |
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132 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass) |
1253 | 133 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors) |
1254 | 134 |
1253 | 135 renderdata.FlushAllMemory() |
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136 |
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137 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4) = |
1251 | 138 let nodeTransform = gltfData.nodes[nodeId].transform * transform |
139 if gltfData.nodes[nodeId].mesh >= 0: | |
140 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh]: | |
1254 | 141 RenderWithPushConstant( |
142 commandbuffer = commandbuffer, | |
143 pipeline = pipeline, | |
144 mesh = primitive[0], | |
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145 pushConstant = ObjectData(transform: nodeTransform, materialId: primitive[0].material) |
1254 | 146 ) |
1251 | 147 for childNode in gltfData.nodes[nodeId].children: |
148 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform) | |
149 | |
1254 | 150 var camPos: Vec3f |
151 var camYaw: float32 | |
152 var camPitch: float32 | |
153 | |
154 discard UpdateInputs() # clear inputs, otherwise MouseMove will have stuff | |
1251 | 155 |
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156 var start = getMonoTime() |
1254 | 157 var lastT = getMonoTime() |
158 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and UpdateInputs(): | |
159 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32 | |
160 lastT = getMonoTime() | |
161 | |
162 camYaw -= MouseMove().x / 1000 | |
163 camPitch -= MouseMove().y / 1000 | |
164 var | |
165 forward = 0'f32 | |
166 sideward = 0'f32 | |
167 if KeyIsDown(W): forward += 2 | |
168 if KeyIsDown(S): forward -= 2 | |
169 if KeyIsDown(A): sideward -= 2 | |
170 if KeyIsDown(D): sideward += 2 | |
171 | |
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172 let camDir = (Rotate(camYaw, Y) * Rotate(camPitch, X)) * Z |
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173 let camDirSide = camDir.Cross(-Y).Normalized |
1254 | 174 camPos += camDir * forward * dt |
175 camPos += camDirSide * sideward * dt | |
176 | |
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177 let view = Rotate(-camPitch, X) * Rotate(-camYaw, Y) * Translate(-camPos) |
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178 descriptors.data.camera.data.view = view |
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179 descriptors.data.camera.data.normal = view |
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180 descriptors.data.camera.data.projection = Perspective(PI / 2, aspect = GetAspectRatio(), zNear = 0.01, zFar = 20) |
1254 | 181 |
182 UpdateGPUBuffer(descriptors.data.camera) | |
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183 |
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184 WithNextFrame(framebuffer, commandbuffer): |
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185 |
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186 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
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187 |
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188 WithPipeline(commandbuffer, pipeline): |
1253 | 189 WithBind(commandbuffer, (descriptors, ), pipeline): |
190 for nodeId in gltfData.scenes[0]: | |
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191 drawNode( |
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192 commandbuffer = commandbuffer, |
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193 pipeline = pipeline, |
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194 nodeId = nodeId, |
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195 transform = Rotate(PI / 2, Z) |
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196 ) |
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197 |
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198 # cleanup |
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199 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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200 DestroyPipeline(pipeline) |
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201 DestroyRenderData(renderdata) |
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202 |
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203 when isMainModule: |
1254 | 204 var time = 1000'f32 |
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205 InitVulkan() |
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206 |
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207 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT) |
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208 SetupSwapchain(renderpass = renderpass) |
1254 | 209 LockMouse(true) |
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210 ShowSystemCursor(false) |
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211 |
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212 # tests a simple triangle with minimalistic shader and vertex format |
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213 test_gltf(time) |
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214 |
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215 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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216 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) |
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217 ClearSwapchain() |
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218 |
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219 DestroyVulkan() |