Mercurial > games > semicongine
comparison tests/test_gltf.nim @ 1254:b0f4c8ccd49a
did: stuff to test gltf importer
| author | sam <sam@basx.dev> |
|---|---|
| date | Sat, 27 Jul 2024 20:47:54 +0700 |
| parents | c4f98eb4bb05 |
| children | 2b5ca798f6d6 |
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| 1253:c4f98eb4bb05 | 1254:b0f4c8ccd49a |
|---|---|
| 12 | 12 |
| 13 type | 13 type |
| 14 ObjectData = object | 14 ObjectData = object |
| 15 transform: Mat4 | 15 transform: Mat4 |
| 16 Camera = object | 16 Camera = object |
| 17 view: Mat4 | 17 viewPerspective: Mat4 |
| 18 perspective: Mat4 | |
| 19 Material = object | 18 Material = object |
| 20 color: Vec4f = NewVec4f(1, 1, 1, 1) | 19 color: Vec4f = NewVec4f(1, 1, 1, 1) |
| 21 colorTexture: int32 = -1 | 20 colorTexture: int32 = -1 |
| 22 metallic: float32 = 0 | 21 metallic: float32 = 0 |
| 23 roughness: float32 = 0 | 22 roughness: float32 = 0 |
| 31 material: GPUValue[Material, UniformBuffer] | 30 material: GPUValue[Material, UniformBuffer] |
| 32 camera: GPUValue[Camera, UniformBufferMapped] | 31 camera: GPUValue[Camera, UniformBufferMapped] |
| 33 Shader = object | 32 Shader = object |
| 34 objectData {.PushConstantAttribute.}: ObjectData | 33 objectData {.PushConstantAttribute.}: ObjectData |
| 35 position {.VertexAttribute.}: Vec3f | 34 position {.VertexAttribute.}: Vec3f |
| 36 uv {.VertexAttribute.}: Vec2f | 35 color {.VertexAttribute.}: Vec4f |
| 36 # uv {.VertexAttribute.}: Vec2f | |
| 37 fragmentColor {.Pass.}: Vec4f | 37 fragmentColor {.Pass.}: Vec4f |
| 38 fragmentUv {.Pass.}: Vec2f | 38 fragmentUv {.Pass.}: Vec2f |
| 39 outColor {.ShaderOutput.}: Vec4f | 39 outColor {.ShaderOutput.}: Vec4f |
| 40 descriptors {.DescriptorSets.}: (MainDescriptors, ) | 40 descriptors {.DescriptorSets.}: (MainDescriptors, ) |
| 41 # code | 41 # code |
| 42 vertexCode: string = """ | 42 vertexCode: string = """ |
| 43 void main() { | 43 void main() { |
| 44 fragmentColor = vec4(1, 1, 1, 1); | 44 fragmentColor = color; |
| 45 fragmentUv = uv; | 45 // fragmentUv = uv; |
| 46 gl_Position = vec4(position, 1) * camera.perspective * camera.view; | 46 gl_Position = vec4(position, 1) * camera.viewPerspective; |
| 47 }""" | 47 }""" |
| 48 fragmentCode: string = """void main() { outColor = fragmentColor;}""" | 48 fragmentCode: string = """void main() { outColor = fragmentColor;}""" |
| 49 Mesh = object | 49 Mesh = object |
| 50 position: GPUArray[Vec3f, VertexBuffer] | 50 position: GPUArray[Vec3f, VertexBuffer] |
| 51 color: GPUArray[Vec4f, VertexBuffer] | |
| 51 uv: GPUArray[Vec2f, VertexBuffer] | 52 uv: GPUArray[Vec2f, VertexBuffer] |
| 53 DebugMesh = object | |
| 54 position: GPUArray[Vec3f, VertexBuffer] | |
| 55 color: GPUArray[Vec4f, VertexBuffer] | |
| 52 | 56 |
| 53 var gltfData = LoadMeshes[Mesh, Material]( | 57 var gltfData = LoadMeshes[Mesh, Material]( |
| 54 "town.glb", | 58 "town.glb", |
| 55 MeshAttributeNames( | 59 MeshAttributeNames( |
| 56 POSITION: "position", | 60 POSITION: "position", |
| 57 TEXCOORD: @["uv"], | 61 COLOR: @["color"], |
| 58 ), | 62 TEXCOORD: @["uv"], |
| 63 ), | |
| 59 MaterialAttributeNames( | 64 MaterialAttributeNames( |
| 60 baseColorFactor: "color", | 65 baseColorFactor: "color", |
| 61 baseColorTexture: "colorTexture", | 66 baseColorTexture: "colorTexture", |
| 62 metallicFactor: "metallic", | 67 metallicFactor: "metallic", |
| 63 roughnessFactor: "roughness", | 68 roughnessFactor: "roughness", |
| 69 ) | 74 ) |
| 70 ) | 75 ) |
| 71 var descriptors = asDescriptorSet( | 76 var descriptors = asDescriptorSet( |
| 72 MainDescriptors( | 77 MainDescriptors( |
| 73 camera: asGPUValue(Camera( | 78 camera: asGPUValue(Camera( |
| 74 view: Unit4, | 79 viewPerspective: Unit4, |
| 75 perspective: Unit4, | 80 ), UniformBufferMapped) |
| 76 ), UniformBufferMapped) | 81 ) |
| 77 ) | |
| 78 ) | 82 ) |
| 79 for mesh in mitems(gltfData.meshes): | 83 for mesh in mitems(gltfData.meshes): |
| 80 for primitive in mitems(mesh): | 84 for primitive in mitems(mesh): |
| 85 primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, NewVec4f(1, 1, 1, 1)), VertexBuffer) | |
| 81 renderdata.AssignBuffers(primitive[0]) | 86 renderdata.AssignBuffers(primitive[0]) |
| 82 renderdata.AssignBuffers(descriptors) | 87 renderdata.AssignBuffers(descriptors) |
| 83 | 88 |
| 84 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass) | 89 let O = default(Vec3f) |
| 90 let Gray = NewVec4f(0.5, 0.5, 0.5, 1) | |
| 91 var gridPos = @[O, X, O, Y, O, Z] | |
| 92 var gridColor = @[R, R, G, G, B, B] | |
| 93 for i in 0 ..< 10: | |
| 94 gridPos.add [NewVec3f(-5, -0.001, i.float32 - 5), NewVec3f(5, -0.001, i.float32 - 5)] | |
| 95 gridPos.add [NewVec3f(i.float32 - 5, -0.001, -5), NewVec3f(i.float32 - 5, -0.001, 5)] | |
| 96 gridColor.add [Gray, Gray, Gray, Gray] | |
| 97 var grid = DebugMesh( | |
| 98 position: asGPUArray(gridPos, VertexBuffer), | |
| 99 color: asGPUArray(gridColor, VertexBuffer), | |
| 100 ) | |
| 101 renderdata.AssignBuffers(grid) | |
| 102 | |
| 103 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, cullMode = []) | |
| 104 var debugpipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST, lineWidth=10) | |
| 85 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors) | 105 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors) |
| 106 | |
| 86 renderdata.FlushAllMemory() | 107 renderdata.FlushAllMemory() |
| 87 | 108 |
| 88 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4 = Unit4) = | 109 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, |
| 110 transform: Mat4 = Unit4) = | |
| 89 let nodeTransform = gltfData.nodes[nodeId].transform * transform | 111 let nodeTransform = gltfData.nodes[nodeId].transform * transform |
| 90 if gltfData.nodes[nodeId].mesh >= 0: | 112 if gltfData.nodes[nodeId].mesh >= 0: |
| 91 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh]: | 113 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh]: |
| 92 RenderWithPushConstant(commandbuffer = commandbuffer, pipeline = pipeline, mesh = primitive[0], pushConstant = ObjectData(transform: nodeTransform)) | 114 RenderWithPushConstant( |
| 115 commandbuffer = commandbuffer, | |
| 116 pipeline = pipeline, | |
| 117 mesh = primitive[0], | |
| 118 pushConstant = ObjectData(transform: nodeTransform) | |
| 119 ) | |
| 93 for childNode in gltfData.nodes[nodeId].children: | 120 for childNode in gltfData.nodes[nodeId].children: |
| 94 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform) | 121 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform) |
| 95 | 122 |
| 123 var camPos: Vec3f | |
| 124 var camYaw: float32 | |
| 125 var camPitch: float32 | |
| 126 | |
| 127 discard UpdateInputs() # clear inputs, otherwise MouseMove will have stuff | |
| 96 | 128 |
| 97 var start = getMonoTime() | 129 var start = getMonoTime() |
| 98 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: | 130 var lastT = getMonoTime() |
| 131 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and UpdateInputs(): | |
| 132 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32 | |
| 133 lastT = getMonoTime() | |
| 134 | |
| 135 camYaw -= MouseMove().x / 1000 | |
| 136 camPitch -= MouseMove().y / 1000 | |
| 137 var | |
| 138 forward = 0'f32 | |
| 139 sideward = 0'f32 | |
| 140 if KeyIsDown(W): forward += 2 | |
| 141 if KeyIsDown(S): forward -= 2 | |
| 142 if KeyIsDown(A): sideward -= 2 | |
| 143 if KeyIsDown(D): sideward += 2 | |
| 144 | |
| 145 let camDir = (Rotate(camPitch, X) * Rotate(camYaw, Y)) * Z | |
| 146 echo camDir | |
| 147 let camDirSide = (Rotate(camPitch, X) * Rotate(camYaw, Y)) * X | |
| 148 # echo camDir | |
| 149 # echo camDirSide | |
| 150 camPos += camDir * forward * dt | |
| 151 camPos += camDirSide * sideward * dt | |
| 152 | |
| 153 descriptors.data.camera.data.viewPerspective = ( | |
| 154 Perspective(PI/3, aspect = GetAspectRatio(), zNear = 0.001, zFar = 100) * | |
| 155 Rotate(-camPitch, X) * Rotate(-camYaw, Y) * Translate(-camPos) | |
| 156 ) | |
| 157 | |
| 158 UpdateGPUBuffer(descriptors.data.camera) | |
| 99 | 159 |
| 100 WithNextFrame(framebuffer, commandbuffer): | 160 WithNextFrame(framebuffer, commandbuffer): |
| 101 | 161 |
| 102 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): | 162 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)): |
| 103 | 163 |
| 104 WithPipeline(commandbuffer, pipeline): | 164 WithPipeline(commandbuffer, pipeline): |
| 105 WithBind(commandbuffer, (descriptors, ), pipeline): | 165 WithBind(commandbuffer, (descriptors, ), pipeline): |
| 106 for nodeId in gltfData.scenes[0]: | 166 for nodeId in gltfData.scenes[0]: |
| 107 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = nodeId) | 167 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = nodeId) |
| 168 WithBind(commandbuffer, (descriptors, ), pipeline): | |
| 169 WithPipeline(commandbuffer, debugpipeline): | |
| 170 Render(commandbuffer = commandbuffer, pipeline = debugpipeline, mesh = grid) | |
| 108 | 171 |
| 109 # cleanup | 172 # cleanup |
| 110 checkVkResult vkDeviceWaitIdle(vulkan.device) | 173 checkVkResult vkDeviceWaitIdle(vulkan.device) |
| 111 DestroyPipeline(pipeline) | 174 DestroyPipeline(pipeline) |
| 175 DestroyPipeline(debugpipeline) | |
| 112 DestroyRenderData(renderdata) | 176 DestroyRenderData(renderdata) |
| 113 when isMainModule: | 177 when isMainModule: |
| 114 var time = 5'f32 | 178 var time = 1000'f32 |
| 115 InitVulkan() | 179 InitVulkan() |
| 116 | 180 |
| 117 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT) | 181 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT) |
| 118 SetupSwapchain(renderpass = renderpass) | 182 SetupSwapchain(renderpass = renderpass) |
| 183 LockMouse(true) | |
| 119 | 184 |
| 120 # tests a simple triangle with minimalistic shader and vertex format | 185 # tests a simple triangle with minimalistic shader and vertex format |
| 121 test_gltf(time) | 186 test_gltf(time) |
| 122 | 187 |
| 123 checkVkResult vkDeviceWaitIdle(vulkan.device) | 188 checkVkResult vkDeviceWaitIdle(vulkan.device) |
