Mercurial > games > semicongine
comparison tests/test_mesh.nim @ 333:27aaf43e18b4
fix: material handling, gltf loading, loader example
author | Sam <sam@basx.dev> |
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date | Mon, 04 Sep 2023 00:31:17 +0700 |
parents | e656c0aad093 |
children | b83b3a1ccb05 |
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332:e4528d97a687 | 333:27aaf43e18b4 |
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1 import std/algorithm | |
1 import std/sequtils | 2 import std/sequtils |
2 import std/tables | 3 import std/tables |
3 import semicongine | 4 import semicongine |
4 | 5 |
5 proc main() = | 6 proc main() = |
6 var ent1 = newEntity("hoho", {"mesh": Component(rect())}) | 7 # var myScene = Scene(name: "hi", meshes: @[rect()]) |
7 var ent2 = newEntity("hehe", [], ent1) | 8 # myScene.meshes[0].transform = translate3d(0.2'f32, 0'f32, 0'f32) |
8 var myScene = newScene("hi", ent2) | 9 # myScene.root[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) |
9 myScene.root.transform = translate3d(0.2'f32, 0'f32, 0'f32) | |
10 myScene.root[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) | |
11 var scenes = [ | 10 var scenes = [ |
12 # loadScene("default_cube.glb", "1"), | 11 # loadScene("default_cube.glb", "1"), |
13 # loadScene("default_cube1.glb", "3"), | 12 # loadScene("default_cube1.glb", "3"), |
14 # loadScene("default_cube2.glb", "4"), | 13 # loadScene("default_cube2.glb", "4"), |
15 # loadScene("flat.glb", "5"), | 14 # loadScene("flat.glb", "5"), |
16 loadScene("tutorialk-donat.glb", "6"), | 15 Scene(name: "Donut", meshes: loadMeshes("tutorialk-donat.glb")[0].toSeq), |
17 # myScene, | 16 # myScene, |
18 # loadScene("personv3.glb", "2"), | 17 # loadScene("personv3.glb", "2"), |
19 ] | 18 ] |
20 | 19 |
21 var engine = initEngine("Test meshes") | 20 var engine = initEngine("Test meshes") |
22 const | 21 const |
23 vertexInput = @[ | 22 shaderConfiguration = createShaderConfiguration( |
24 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 23 inputs=[ |
25 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead), | 24 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
26 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), | 25 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead), |
27 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | 26 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), |
28 ] | 27 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), |
29 intermediate = @[ | 28 ], |
30 attr[Vec4f]("vertexColor"), | 29 intermediates=[ |
31 attr[Vec2f]("colorTexCoord"), | 30 attr[Vec4f]("vertexColor"), |
32 attr[uint16]("materialIndexOut", noInterpolation=true) | 31 attr[Vec2f]("colorTexCoord"), |
33 ] | 32 attr[uint16]("materialIndexOut", noInterpolation=true) |
34 fragOutput = @[attr[Vec4f]("color")] | 33 ], |
35 uniforms = @[ | 34 outputs=[attr[Vec4f]("color")], |
36 attr[Mat4]("projection"), | 35 uniforms=[ |
37 attr[Mat4]("view"), | 36 attr[Mat4]("projection"), |
38 attr[Vec4f]("baseColorFactor", arrayCount=4), | 37 attr[Mat4]("view"), |
39 ] | 38 attr[Vec4f]("baseColorFactor", arrayCount=4), |
40 samplers = @[attr[Sampler2DType]("baseColorTexture", arrayCount=4)] | 39 ], |
41 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( | 40 samplers=[attr[Texture]("baseColorTexture", arrayCount=4)], |
42 inputs=vertexInput, | |
43 intermediate=intermediate, | |
44 outputs=fragOutput, | |
45 uniforms=uniforms, | |
46 samplers=samplers, | |
47 vertexCode=""" | 41 vertexCode=""" |
48 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); | 42 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); |
49 vertexColor = Uniforms.baseColorFactor[materialIndex]; | 43 vertexColor = Uniforms.baseColorFactor[materialIndex]; |
50 colorTexCoord = texcoord_0; | 44 colorTexCoord = texcoord_0; |
51 materialIndexOut = materialIndex; | 45 materialIndexOut = materialIndex; |
52 """, | 46 """, |
53 fragmentCode=""" | 47 fragmentCode="color = texture(baseColorTexture[materialIndexOut], colorTexCoord) * vertexColor;" |
54 // vec4 col[4] = vec4[4](vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1), vec4(1, 1, 1, 1)); | |
55 color = texture(baseColorTexture[materialIndexOut], colorTexCoord) * vertexColor; | |
56 """ | |
57 ) | 48 ) |
58 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) | 49 engine.initRenderer({ |
50 "Material": shaderConfiguration, | |
51 "Material.001": shaderConfiguration, | |
52 "Material.002": shaderConfiguration, | |
53 "Material.004": shaderConfiguration, | |
54 }.toTable) | |
55 | |
59 for scene in scenes.mitems: | 56 for scene in scenes.mitems: |
60 engine.addScene(scene, vertexInput, samplers) | 57 scene.addShaderGlobal("projection", Unit4F32) |
61 scene.addShaderGlobal("projection", Unit4) | 58 scene.addShaderGlobal("view", Unit4F32) |
62 scene.addShaderGlobal("view", Unit4) | 59 var materials: Table[uint16, Material] |
63 let baseColors = scene.materials.map(proc(i: Material): Vec4f = getValue[Vec4f](i[].constants["baseColorFactor"])) | 60 for mesh in scene.meshes: |
61 if not materials.contains(mesh.material.index): | |
62 materials[mesh.material.index] = mesh.material | |
63 let baseColors = sortedByIt(values(materials).toSeq, it.index).mapIt(getValue[Vec4f](it.constants["baseColorFactor"], 0)) | |
64 let baseTextures = sortedByIt(values(materials).toSeq, it.index).mapIt(it.textures["baseColorTexture"]) | |
65 for t in baseTextures: | |
66 echo "- ", t | |
64 scene.addShaderGlobalArray("baseColorFactor", baseColors) | 67 scene.addShaderGlobalArray("baseColorFactor", baseColors) |
68 scene.addShaderGlobalArray("baseColorTexture", baseTextures) | |
69 engine.addScene(scene) | |
70 | |
65 var | 71 var |
66 size = 1'f32 | 72 size = 1'f32 |
67 elevation = 0'f32 | 73 elevation = 0'f32 |
68 azimut = 0'f32 | 74 azimut = 0'f32 |
69 currentScene = 0 | 75 currentScene = 0 |
92 azimut += engine.mouseMove().x / 180'f32 | 98 azimut += engine.mouseMove().x / 180'f32 |
93 elevation -= engine.mouseMove().y / 180'f32 | 99 elevation -= engine.mouseMove().y / 180'f32 |
94 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) | 100 scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) |
95 scenes[currentScene].setShaderGlobal( | 101 scenes[currentScene].setShaderGlobal( |
96 "view", | 102 "view", |
97 scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) | 103 scale(size, size, size) * rotate(elevation, newVec3f(1, 0, 0)) * rotate(azimut, Yf32) |
98 ) | 104 ) |
99 engine.renderScene(scenes[currentScene]) | 105 engine.renderScene(scenes[currentScene]) |
100 engine.destroy() | 106 engine.destroy() |
101 | 107 |
102 when isMainModule: | 108 when isMainModule: |