comparison tests/test_mesh.nim @ 683:2ca938595aea

add: basic loading of glTF files (*.glb), no materials yet
author Sam <sam@basx.dev>
date Mon, 15 May 2023 00:34:00 +0700
parents
children 027f6ff06585
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682:9767dec81193 683:2ca938595aea
1 import std/times
2
3 import semicongine
4
5 proc main() =
6 var scene = loadScene("test1.glb")
7 # var scene = loadScene("tutorialk-donat.glb")
8
9 var engine = initEngine("Test meshes")
10 const
11 vertexInput = @[attr[Vec3f]("POSITION", memoryPerformanceHint=PreferFastRead)]
12 fragOutput = @[attr[Vec4f]("color")]
13 uniforms = @[attr[Mat4]("transform")]
14 vertexCode = compileGlslShader(
15 stage=VK_SHADER_STAGE_VERTEX_BIT,
16 inputs=vertexInput,
17 uniforms=uniforms,
18 main="""gl_Position = vec4(POSITION * 0.2, 1.0) * Uniforms.transform;"""
19 )
20 fragmentCode = compileGlslShader(
21 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
22 outputs=fragOutput,
23 uniforms=uniforms,
24 main="""
25 color = vec4(61/255, 43/255, 31/255, 1);
26 """
27 )
28 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
29 engine.addScene(scene, vertexInput)
30 let rotateAxis = newVec3f(1, 1, 1)
31 scene.addShaderGlobal("transform", rotate3d(0'f32, rotateAxis))
32 var t = cpuTime()
33 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
34 scene.setShaderGlobal("transform", rotate3d(float32(cpuTime() - t), rotateAxis))
35 engine.renderScene(scene)
36 engine.destroy()
37
38
39 when isMainModule:
40 main()