Mercurial > games > semicongine
comparison tests/test_mesh.nim @ 1138:02e1d2658ff5
did: more renaming
author | sam <sam@basx.dev> |
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date | Tue, 04 Jun 2024 22:08:48 +0700 |
parents | a4aa9f374d44 |
children | 114f395b9144 |
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1137:a4aa9f374d44 | 1138:02e1d2658ff5 |
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14 proc main() = | 14 proc main() = |
15 var scenes = [ | 15 var scenes = [ |
16 Scene(name: "Donut", meshes: loadMeshes("donut.glb", MeshMaterial)[0].toSeq), | 16 Scene(name: "Donut", meshes: loadMeshes("donut.glb", MeshMaterial)[0].toSeq), |
17 ] | 17 ] |
18 | 18 |
19 var engine = initEngine("Test meshes") | 19 var engine = InitEngine("Test meshes") |
20 const | 20 const |
21 shaderConfiguration = createShaderConfiguration( | 21 shaderConfiguration = createShaderConfiguration( |
22 name = "default shader", | 22 name = "default shader", |
23 inputs = [ | 23 inputs = [ |
24 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | 24 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), |
44 colorTexCoord = texcoord_0; | 44 colorTexCoord = texcoord_0; |
45 materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; | 45 materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; |
46 """, | 46 """, |
47 fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" | 47 fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" |
48 ) | 48 ) |
49 engine.initRenderer({MeshMaterial: shaderConfiguration}) | 49 engine.InitRenderer({MeshMaterial: shaderConfiguration}) |
50 | 50 |
51 for scene in scenes.mitems: | 51 for scene in scenes.mitems: |
52 scene.addShaderGlobal("projection", Unit4F32) | 52 scene.addShaderGlobal("projection", Unit4F32) |
53 scene.addShaderGlobal("view", Unit4F32) | 53 scene.addShaderGlobal("view", Unit4F32) |
54 engine.loadScene(scene) | 54 engine.LoadScene(scene) |
55 | 55 |
56 var | 56 var |
57 size = 1'f32 | 57 size = 1'f32 |
58 elevation = 0'f32 | 58 elevation = 0'f32 |
59 azimut = 0'f32 | 59 azimut = 0'f32 |
85 scenes[currentScene].setShaderGlobal("projection", Perspective(PI / 2, ratio, -0.5, 1)) | 85 scenes[currentScene].setShaderGlobal("projection", Perspective(PI / 2, ratio, -0.5, 1)) |
86 scenes[currentScene].setShaderGlobal( | 86 scenes[currentScene].setShaderGlobal( |
87 "view", | 87 "view", |
88 Scale(size, size, size) * Rotate(elevation, NewVec3f(1, 0, 0)) * Rotate(azimut, Yf32) | 88 Scale(size, size, size) * Rotate(elevation, NewVec3f(1, 0, 0)) * Rotate(azimut, Yf32) |
89 ) | 89 ) |
90 engine.renderScene(scenes[currentScene]) | 90 engine.RenderScene(scenes[currentScene]) |
91 engine.destroy() | 91 engine.Destroy() |
92 | 92 |
93 when isMainModule: | 93 when isMainModule: |
94 main() | 94 main() |