Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 245:a19c9d089f25
add: correct camera calculations
author | Sam <sam@basx.dev> |
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date | Mon, 22 May 2023 19:21:05 +0700 |
parents | f52fccedf5ab |
children | dcbd9f256f6a |
rev | line source |
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add: basic loading of glTF files (*.glb), no materials yet
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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 = [ |
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5 loadScene("default_cube.glb", "1"), |
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6 loadScene("default_cube1.glb", "3"), |
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7 loadScene("default_cube2.glb", "4"), |
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8 loadScene("flat.glb", "5"), |
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9 loadScene("tutorialk-donat.glb", "6"), |
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10 loadScene("personv3.glb", "2"), |
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11 ] |
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12 |
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13 var engine = initEngine("Test meshes") |
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14 const |
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15 vertexInput = @[ |
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16 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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17 attr[uint8]("material", memoryPerformanceHint=PreferFastRead), |
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18 ] |
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19 vertexOutput = @[attr[Vec4f]("vertexColor")] |
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20 fragOutput = @[attr[Vec4f]("color")] |
245 | 21 uniforms = @[ |
22 attr[Mat4]("projection"), | |
23 attr[Mat4]("view"), | |
24 attr[Mat4]("model"), | |
25 attr[Vec4f]("material_color", arrayCount=16), | |
26 ] | |
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27 vertexCode = compileGlslShader( |
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28 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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29 inputs=vertexInput, |
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30 outputs=vertexOutput, |
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31 uniforms=uniforms, |
245 | 32 main="""gl_Position = Uniforms.projection * Uniforms.view * Uniforms.model * vec4(position, 1.0); vertexColor = Uniforms.material_color[material];""" |
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33 ) |
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34 fragmentCode = compileGlslShader( |
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35 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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36 inputs=vertexOutput, |
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37 outputs=fragOutput, |
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38 uniforms=uniforms, |
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39 main="""color = vertexColor;""" |
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40 ) |
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41 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) |
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42 for scene in scenes.mitems: |
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43 engine.addScene(scene, vertexInput) |
245 | 44 scene.addShaderGlobal("projection", Unit4) |
45 scene.addShaderGlobal("view", Unit4) | |
46 scene.addShaderGlobal("model", Unit4) | |
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47 var |
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48 size = 1'f32 |
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49 elevation = -float32(PI) / 3'f32 |
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50 azimut = 0'f32 |
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51 currentScene = 0 |
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52 |
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53 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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54 if engine.keyWasPressed(`1`): |
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55 currentScene = 0 |
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56 elif engine.keyWasPressed(`2`): |
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57 currentScene = 1 |
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58 elif engine.keyWasPressed(`3`): |
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59 currentScene = 2 |
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60 elif engine.keyWasPressed(`4`): |
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61 currentScene = 3 |
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62 elif engine.keyWasPressed(`5`): |
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63 currentScene = 4 |
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64 elif engine.keyWasPressed(`6`): |
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65 currentScene = 5 |
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66 |
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67 if engine.keyWasPressed(NumberRowExtra3): |
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68 size = 1'f32 |
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69 elevation = -float32(PI) / 3'f32 |
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70 azimut = 0'f32 |
245 | 71 var ratio = engine.getWindow().size[0] / engine.getWindow().size[1] |
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72 |
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73 size *= 1'f32 + engine.mouseWheel() * 0.05 |
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74 azimut += engine.mouseMove().x / 180'f32 |
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75 elevation -= engine.mouseMove().y / 180'f32 |
245 | 76 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) |
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77 scenes[currentScene].setShaderGlobal( |
245 | 78 "view", |
79 scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) | |
230 | 80 ) |
245 | 81 scenes[currentScene].setShaderGlobal("model", Unit4f32) |
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82 engine.renderScene(scenes[currentScene]) |
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83 engine.destroy() |
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84 |
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85 |
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86 when isMainModule: |
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87 main() |