Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 264:dc2304a1bc0a
did: change audio-test to use ogg/vorbis
| author | Sam <sam@basx.dev> | 
|---|---|
| date | Sat, 27 May 2023 13:44:42 +0700 | 
| parents | ad078e26a1c7 | 
| children | d16fd73959c1 | 
| rev | line source | 
|---|---|
| 222 
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changeset | 1 import semicongine | 
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changeset | 2 | 
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changeset | 3 proc main() = | 
| 247 | 4 var ent1 = newEntity("hoho", rect()) | 
| 5 var ent2 = newEntity("hehe", ent1) | |
| 6 var myScene = newScene("hi", ent2) | |
| 7 myScene.root.transform = translate3d(0.2'f32, 0'f32, 0'f32) | |
| 8 myScene.root.children[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) | |
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changeset | 9 var scenes = [ | 
| 253 | 10 loadScene("default_cube.glb", "1"), | 
| 247 | 11 # loadScene("default_cube1.glb", "3"), | 
| 12 # loadScene("default_cube2.glb", "4"), | |
| 13 # loadScene("flat.glb", "5"), | |
| 253 | 14 # loadScene("tutorialk-donat.glb", "6"), | 
| 247 | 15 # myScene, | 
| 16 # loadScene("personv3.glb", "2"), | |
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changeset | 17 ] | 
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changeset | 18 | 
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changeset | 19 var engine = initEngine("Test meshes") | 
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changeset | 20 const | 
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changeset | 21 vertexInput = @[ | 
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changeset | 22 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 
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changeset | 23 attr[uint8]("material", memoryPerformanceHint=PreferFastRead), | 
| 247 | 24 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), | 
| 25 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | |
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changeset | 26 ] | 
| 253 | 27 vertexOutput = @[attr[Vec4f]("vertexColor"), #[ attr[Vec2f]("colorTexCoord")]#] | 
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changeset | 28 fragOutput = @[attr[Vec4f]("color")] | 
| 245 | 29 uniforms = @[ | 
| 30 attr[Mat4]("projection"), | |
| 31 attr[Mat4]("view"), | |
| 32 attr[Vec4f]("material_color", arrayCount=16), | |
| 33 ] | |
| 247 | 34 samplers = @[ | 
| 253 | 35 # attr[Sampler2DType]("material_color_texture", arrayCount=1), | 
| 247 | 36 ] | 
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changeset | 37 vertexCode = compileGlslShader( | 
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changeset | 38 stage=VK_SHADER_STAGE_VERTEX_BIT, | 
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changeset | 39 inputs=vertexInput, | 
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changeset | 40 outputs=vertexOutput, | 
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changeset | 41 uniforms=uniforms, | 
| 247 | 42 samplers=samplers, | 
| 43 main=""" | |
| 44 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); | |
| 45 vertexColor = Uniforms.material_color[material]; | |
| 253 | 46 // colorTexCoord = texcoord_0; | 
| 247 | 47 """ | 
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changeset | 48 ) | 
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changeset | 49 fragmentCode = compileGlslShader( | 
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changeset | 50 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 
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changeset | 51 inputs=vertexOutput, | 
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changeset | 52 outputs=fragOutput, | 
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changeset | 53 uniforms=uniforms, | 
| 247 | 54 samplers=samplers, | 
| 253 | 55 # main="""color = texture(material_color_texture[0], colorTexCoord) * vertexColor;""" | 
| 56 main="""color = vertexColor;""" | |
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changeset | 57 ) | 
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changeset | 58 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) | 
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changeset | 59 for scene in scenes.mitems: | 
| 253 | 60 engine.addScene(scene, vertexInput, samplers, transformAttribute="transform") | 
| 245 | 61 scene.addShaderGlobal("projection", Unit4) | 
| 62 scene.addShaderGlobal("view", Unit4) | |
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changeset | 63 var | 
| 247 | 64 size = 1'f32 | 
| 246 | 65 elevation = 0'f32 | 
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changeset | 66 azimut = 0'f32 | 
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changeset | 67 currentScene = 0 | 
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changeset | 68 | 
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changeset | 69 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 
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changeset | 70 if engine.keyWasPressed(`1`): | 
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changeset | 71 currentScene = 0 | 
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changeset | 72 elif engine.keyWasPressed(`2`): | 
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changeset | 73 currentScene = 1 | 
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changeset | 74 elif engine.keyWasPressed(`3`): | 
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changeset | 75 currentScene = 2 | 
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changeset | 76 elif engine.keyWasPressed(`4`): | 
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changeset | 77 currentScene = 3 | 
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changeset | 78 elif engine.keyWasPressed(`5`): | 
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changeset | 79 currentScene = 4 | 
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changeset | 80 elif engine.keyWasPressed(`6`): | 
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changeset | 81 currentScene = 5 | 
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changeset | 82 | 
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changeset | 83 if engine.keyWasPressed(NumberRowExtra3): | 
| 246 | 84 size = 0.3'f32 | 
| 85 elevation = 0'f32 | |
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changeset | 86 azimut = 0'f32 | 
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changeset | 87 | 
| 246 | 88 let ratio = engine.getWindow().size[0] / engine.getWindow().size[1] | 
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changeset | 89 size *= 1'f32 + engine.mouseWheel() * 0.05 | 
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changeset | 90 azimut += engine.mouseMove().x / 180'f32 | 
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changeset | 91 elevation -= engine.mouseMove().y / 180'f32 | 
| 245 | 92 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) | 
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changeset | 93 scenes[currentScene].setShaderGlobal( | 
| 245 | 94 "view", | 
| 95 scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) | |
| 230 | 96 ) | 
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changeset | 97 engine.renderScene(scenes[currentScene]) | 
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changeset | 98 engine.destroy() | 
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changeset | 99 | 
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changeset | 100 when isMainModule: | 
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changeset | 101 main() | 
