Mercurial > games > semicongine
annotate tests/test_gltf.nim @ 1254:b0f4c8ccd49a
did: stuff to test gltf importer
author | sam <sam@basx.dev> |
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date | Sat, 27 Jul 2024 20:47:54 +0700 |
parents | c4f98eb4bb05 |
children | 2b5ca798f6d6 |
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 | |
16 Camera = object | |
1254 | 17 viewPerspective: Mat4 |
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18 Material = object |
1248 | 19 color: Vec4f = NewVec4f(1, 1, 1, 1) |
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20 colorTexture: int32 = -1 |
1248 | 21 metallic: float32 = 0 |
22 roughness: float32 = 0 | |
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23 metallicRoughnessTexture: int32 = -1 |
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24 |
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25 normalTexture: int32 = -1 |
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26 occlusionTexture: int32 = -1 |
1248 | 27 emissive: Vec4f = NewVec4f(0, 0, 0, 0) |
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28 emissiveTexture: int32 = -1 |
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29 MainDescriptors = object |
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30 material: GPUValue[Material, UniformBuffer] |
1253 | 31 camera: GPUValue[Camera, UniformBufferMapped] |
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32 Shader = object |
1253 | 33 objectData {.PushConstantAttribute.}: ObjectData |
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34 position {.VertexAttribute.}: Vec3f |
1254 | 35 color {.VertexAttribute.}: Vec4f |
36 # uv {.VertexAttribute.}: Vec2f | |
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37 fragmentColor {.Pass.}: Vec4f |
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38 fragmentUv {.Pass.}: Vec2f |
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39 outColor {.ShaderOutput.}: Vec4f |
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40 descriptors {.DescriptorSets.}: (MainDescriptors, ) |
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41 # code |
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42 vertexCode: string = """ |
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43 void main() { |
1254 | 44 fragmentColor = color; |
45 // fragmentUv = uv; | |
46 gl_Position = vec4(position, 1) * camera.viewPerspective; | |
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47 }""" |
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48 fragmentCode: string = """void main() { outColor = fragmentColor;}""" |
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49 Mesh = object |
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50 position: GPUArray[Vec3f, VertexBuffer] |
1254 | 51 color: GPUArray[Vec4f, VertexBuffer] |
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52 uv: GPUArray[Vec2f, VertexBuffer] |
1254 | 53 DebugMesh = object |
54 position: GPUArray[Vec3f, VertexBuffer] | |
55 color: GPUArray[Vec4f, VertexBuffer] | |
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56 |
1251 | 57 var gltfData = LoadMeshes[Mesh, Material]( |
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58 "town.glb", |
1248 | 59 MeshAttributeNames( |
60 POSITION: "position", | |
1254 | 61 COLOR: @["color"], |
62 TEXCOORD: @["uv"], | |
63 ), | |
1248 | 64 MaterialAttributeNames( |
65 baseColorFactor: "color", | |
66 baseColorTexture: "colorTexture", | |
67 metallicFactor: "metallic", | |
68 roughnessFactor: "roughness", | |
69 metallicRoughnessTexture: "metallicRoughnessTexture", | |
70 normalTexture: "normalTexture", | |
71 occlusionTexture: "occlusionTexture", | |
72 emissiveTexture: "emissiveTexture", | |
73 emissiveFactor: "emissive", | |
74 ) | |
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75 ) |
1253 | 76 var descriptors = asDescriptorSet( |
77 MainDescriptors( | |
78 camera: asGPUValue(Camera( | |
1254 | 79 viewPerspective: Unit4, |
80 ), UniformBufferMapped) | |
81 ) | |
1253 | 82 ) |
1251 | 83 for mesh in mitems(gltfData.meshes): |
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84 for primitive in mitems(mesh): |
1254 | 85 primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, NewVec4f(1, 1, 1, 1)), VertexBuffer) |
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86 renderdata.AssignBuffers(primitive[0]) |
1253 | 87 renderdata.AssignBuffers(descriptors) |
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88 |
1254 | 89 let O = default(Vec3f) |
90 let Gray = NewVec4f(0.5, 0.5, 0.5, 1) | |
91 var gridPos = @[O, X, O, Y, O, Z] | |
92 var gridColor = @[R, R, G, G, B, B] | |
93 for i in 0 ..< 10: | |
94 gridPos.add [NewVec3f(-5, -0.001, i.float32 - 5), NewVec3f(5, -0.001, i.float32 - 5)] | |
95 gridPos.add [NewVec3f(i.float32 - 5, -0.001, -5), NewVec3f(i.float32 - 5, -0.001, 5)] | |
96 gridColor.add [Gray, Gray, Gray, Gray] | |
97 var grid = DebugMesh( | |
98 position: asGPUArray(gridPos, VertexBuffer), | |
99 color: asGPUArray(gridColor, VertexBuffer), | |
100 ) | |
101 renderdata.AssignBuffers(grid) | |
102 | |
103 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, cullMode = []) | |
104 var debugpipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST, lineWidth=10) | |
1253 | 105 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors) |
1254 | 106 |
1253 | 107 renderdata.FlushAllMemory() |
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108 |
1254 | 109 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, |
110 transform: Mat4 = Unit4) = | |
1251 | 111 let nodeTransform = gltfData.nodes[nodeId].transform * transform |
112 if gltfData.nodes[nodeId].mesh >= 0: | |
113 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh]: | |
1254 | 114 RenderWithPushConstant( |
115 commandbuffer = commandbuffer, | |
116 pipeline = pipeline, | |
117 mesh = primitive[0], | |
118 pushConstant = ObjectData(transform: nodeTransform) | |
119 ) | |
1251 | 120 for childNode in gltfData.nodes[nodeId].children: |
121 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform) | |
122 | |
1254 | 123 var camPos: Vec3f |
124 var camYaw: float32 | |
125 var camPitch: float32 | |
126 | |
127 discard UpdateInputs() # clear inputs, otherwise MouseMove will have stuff | |
1251 | 128 |
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129 var start = getMonoTime() |
1254 | 130 var lastT = getMonoTime() |
131 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and UpdateInputs(): | |
132 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32 | |
133 lastT = getMonoTime() | |
134 | |
135 camYaw -= MouseMove().x / 1000 | |
136 camPitch -= MouseMove().y / 1000 | |
137 var | |
138 forward = 0'f32 | |
139 sideward = 0'f32 | |
140 if KeyIsDown(W): forward += 2 | |
141 if KeyIsDown(S): forward -= 2 | |
142 if KeyIsDown(A): sideward -= 2 | |
143 if KeyIsDown(D): sideward += 2 | |
144 | |
145 let camDir = (Rotate(camPitch, X) * Rotate(camYaw, Y)) * Z | |
146 echo camDir | |
147 let camDirSide = (Rotate(camPitch, X) * Rotate(camYaw, Y)) * X | |
148 # echo camDir | |
149 # echo camDirSide | |
150 camPos += camDir * forward * dt | |
151 camPos += camDirSide * sideward * dt | |
152 | |
153 descriptors.data.camera.data.viewPerspective = ( | |
154 Perspective(PI/3, aspect = GetAspectRatio(), zNear = 0.001, zFar = 100) * | |
155 Rotate(-camPitch, X) * Rotate(-camYaw, Y) * Translate(-camPos) | |
156 ) | |
157 | |
158 UpdateGPUBuffer(descriptors.data.camera) | |
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159 |
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160 WithNextFrame(framebuffer, commandbuffer): |
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161 |
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162 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
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163 |
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164 WithPipeline(commandbuffer, pipeline): |
1253 | 165 WithBind(commandbuffer, (descriptors, ), pipeline): |
166 for nodeId in gltfData.scenes[0]: | |
167 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = nodeId) | |
1254 | 168 WithBind(commandbuffer, (descriptors, ), pipeline): |
169 WithPipeline(commandbuffer, debugpipeline): | |
170 Render(commandbuffer = commandbuffer, pipeline = debugpipeline, mesh = grid) | |
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171 |
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172 # cleanup |
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173 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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174 DestroyPipeline(pipeline) |
1254 | 175 DestroyPipeline(debugpipeline) |
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176 DestroyRenderData(renderdata) |
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177 when isMainModule: |
1254 | 178 var time = 1000'f32 |
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179 InitVulkan() |
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180 |
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181 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT) |
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182 SetupSwapchain(renderpass = renderpass) |
1254 | 183 LockMouse(true) |
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184 |
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185 # tests a simple triangle with minimalistic shader and vertex format |
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186 test_gltf(time) |
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187 |
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188 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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189 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) |
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190 ClearSwapchain() |
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191 |
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192 DestroyVulkan() |