comparison tests/test_mesh.nim @ 318:e656c0aad093

fix: test not running with temporary new material system
author Sam <sam@basx.dev>
date Sat, 12 Aug 2023 23:55:05 +0700
parents b145a05c2459
children 27aaf43e18b4
comparison
equal deleted inserted replaced
317:9efc258df208 318:e656c0aad093
1 import std/sequtils
2 import std/tables
1 import semicongine 3 import semicongine
2 4
3 proc main() = 5 proc main() =
4 var ent1 = newEntity("hoho", {"mesh": Component(rect())}) 6 var ent1 = newEntity("hoho", {"mesh": Component(rect())})
5 var ent2 = newEntity("hehe", [], ent1) 7 var ent2 = newEntity("hehe", [], ent1)
18 20
19 var engine = initEngine("Test meshes") 21 var engine = initEngine("Test meshes")
20 const 22 const
21 vertexInput = @[ 23 vertexInput = @[
22 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), 24 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
23 attr[uint8]("material", memoryPerformanceHint=PreferFastRead), 25 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead),
24 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), 26 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead),
25 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), 27 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
26 ] 28 ]
27 intermediate = @[ 29 intermediate = @[
28 attr[Vec4f]("vertexColor"), 30 attr[Vec4f]("vertexColor"),
29 attr[Vec2f]("colorTexCoord"), 31 attr[Vec2f]("colorTexCoord"),
30 attr[uint8]("materialId", noInterpolation=true) 32 attr[uint16]("materialIndexOut", noInterpolation=true)
31 ] 33 ]
32 fragOutput = @[attr[Vec4f]("color")] 34 fragOutput = @[attr[Vec4f]("color")]
33 uniforms = @[ 35 uniforms = @[
34 attr[Mat4]("projection"), 36 attr[Mat4]("projection"),
35 attr[Mat4]("view"), 37 attr[Mat4]("view"),
42 outputs=fragOutput, 44 outputs=fragOutput,
43 uniforms=uniforms, 45 uniforms=uniforms,
44 samplers=samplers, 46 samplers=samplers,
45 vertexCode=""" 47 vertexCode="""
46 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); 48 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection);
47 vertexColor = Uniforms.baseColorFactor[material]; 49 vertexColor = Uniforms.baseColorFactor[materialIndex];
48 colorTexCoord = texcoord_0; 50 colorTexCoord = texcoord_0;
49 materialId = material; 51 materialIndexOut = materialIndex;
50 """, 52 """,
51 fragmentCode=""" 53 fragmentCode="""
52 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)); 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));
53 color = texture(baseColorTexture[materialId], colorTexCoord) * vertexColor; 55 color = texture(baseColorTexture[materialIndexOut], colorTexCoord) * vertexColor;
54 """ 56 """
55 ) 57 )
56 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) 58 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1)))
57 for scene in scenes.mitems: 59 for scene in scenes.mitems:
58 engine.addScene(scene, vertexInput, samplers, transformAttribute="transform", materialIndexAttribute="") 60 engine.addScene(scene, vertexInput, samplers)
59 scene.addShaderGlobal("projection", Unit4) 61 scene.addShaderGlobal("projection", Unit4)
60 scene.addShaderGlobal("view", Unit4) 62 scene.addShaderGlobal("view", Unit4)
63 let baseColors = scene.materials.map(proc(i: Material): Vec4f = getValue[Vec4f](i[].constants["baseColorFactor"]))
64 scene.addShaderGlobalArray("baseColorFactor", baseColors)
61 var 65 var
62 size = 1'f32 66 size = 1'f32
63 elevation = 0'f32 67 elevation = 0'f32
64 azimut = 0'f32 68 azimut = 0'f32
65 currentScene = 0 69 currentScene = 0