Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 238:ef8cea2545f8
did: make material working halfway, add some more mouse functionality
author | Sam <sam@basx.dev> |
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date | Sat, 20 May 2023 23:16:48 +0700 |
parents | 027f6ff06585 |
children | f05497ef8fd2 |
rev | line source |
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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() = |
230 | 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, |
230 | 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) |
230 | 29 let rotateAxis = newVec3f(0, 1, 0) |
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): |
230 | 33 scene.setShaderGlobal( |
34 "transform", | |
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) | |
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() |