Mercurial > games > semicongine
comparison tests/test_mesh.nim @ 794:59c54c4486c4
fix: material handling, gltf loading, loader example
| author | Sam <sam@basx.dev> |
|---|---|
| date | Mon, 04 Sep 2023 00:31:17 +0700 |
| parents | a2c14402acd2 |
| children | b83b3a1ccb05 |
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| 793:c31e42d72253 | 794:59c54c4486c4 |
|---|---|
| 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: |
