Mercurial > games > semicongine
annotate tests/test_mesh.nim @ 244:f52fccedf5ab
did: adjust to new API
author | Sam <sam@basx.dev> |
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date | Mon, 22 May 2023 00:51:41 +0700 |
parents | f05497ef8fd2 |
children | a19c9d089f25 |
rev | line source |
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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")] |
244 | 21 uniforms = @[attr[Mat4]("transform"), attr[Vec4f]("material_color", arrayCount=16), ] |
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22 vertexCode = compileGlslShader( |
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23 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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24 inputs=vertexInput, |
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25 outputs=vertexOutput, |
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26 uniforms=uniforms, |
244 | 27 main="""gl_Position = vec4(position, 1.0) * Uniforms.transform; vertexColor = Uniforms.material_color[material];""" |
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28 ) |
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29 fragmentCode = compileGlslShader( |
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30 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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31 inputs=vertexOutput, |
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32 outputs=fragOutput, |
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33 uniforms=uniforms, |
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34 main="""color = vertexColor;""" |
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35 ) |
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36 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) |
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37 for scene in scenes.mitems: |
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38 engine.addScene(scene, vertexInput) |
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39 scene.addShaderGlobal("transform", Unit4) |
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40 var |
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41 size = 1'f32 |
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42 elevation = -float32(PI) / 3'f32 |
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43 azimut = 0'f32 |
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44 currentScene = 0 |
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45 |
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46 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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47 if engine.keyWasPressed(`1`): |
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48 currentScene = 0 |
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49 elif engine.keyWasPressed(`2`): |
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50 currentScene = 1 |
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51 elif engine.keyWasPressed(`3`): |
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52 currentScene = 2 |
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53 elif engine.keyWasPressed(`4`): |
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54 currentScene = 3 |
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55 elif engine.keyWasPressed(`5`): |
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56 currentScene = 4 |
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57 elif engine.keyWasPressed(`6`): |
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58 currentScene = 5 |
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59 |
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60 if engine.keyWasPressed(NumberRowExtra3): |
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61 size = 1'f32 |
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62 elevation = -float32(PI) / 3'f32 |
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63 azimut = 0'f32 |
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64 |
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65 size *= 1'f32 + engine.mouseWheel() * 0.05 |
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66 azimut += engine.mouseMove().x / 180'f32 |
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67 elevation -= engine.mouseMove().y / 180'f32 |
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68 scenes[currentScene].setShaderGlobal( |
230 | 69 "transform", |
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70 scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) |
230 | 71 ) |
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72 engine.renderScene(scenes[currentScene]) |
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73 engine.destroy() |
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74 |
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75 |
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76 when isMainModule: |
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77 main() |