comparison tests/test_mesh.nim @ 371:f054b8bacab8

fix: tests, test_materials and test_mesh still needs to be done
author Sam <sam@basx.dev>
date Wed, 22 Nov 2023 23:24:47 +0700
parents 61c5d5fe9d93
children f4f1474dc70a
comparison
equal deleted inserted replaced
370:fad6490fb728 371:f054b8bacab8
2 import std/sequtils 2 import std/sequtils
3 import std/tables 3 import std/tables
4 import semicongine 4 import semicongine
5 5
6 proc main() = 6 proc main() =
7 # var myScene = Scene(name: "hi", meshes: @[rect()])
8 # myScene.meshes[0].transform = translate3d(0.2'f32, 0'f32, 0'f32)
9 # myScene.root[0].transform = translate3d(0'f32, 0.2'f32, 0'f32)
10 var scenes = [ 7 var scenes = [
11 # loadScene("default_cube.glb", "1"), 8 Scene(name: "Donut", meshes: loadMeshes("tutorialk-donat.glb", COLORED_SINGLE_TEXTURE_MATERIAL)[0].toSeq),
12 # loadScene("default_cube1.glb", "3"),
13 # loadScene("default_cube2.glb", "4"),
14 # loadScene("flat.glb", "5"),
15 Scene(name: "Donut", meshes: loadMeshes("tutorialk-donat.glb")[0].toSeq),
16 # myScene,
17 # loadScene("personv3.glb", "2"),
18 ] 9 ]
19 10
20 var engine = initEngine("Test meshes") 11 var engine = initEngine("Test meshes")
21 const 12 const
22 shaderConfiguration = createShaderConfiguration( 13 shaderConfiguration = createShaderConfiguration(
23 inputs=[ 14 inputs=[
24 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), 15 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
25 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead), 16 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true),
26 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), 17 attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead),
27 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), 18 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
28 ], 19 ],
29 intermediates=[ 20 intermediates=[
30 attr[Vec4f]("vertexColor"), 21 attr[Vec4f]("vertexColor"),
33 ], 24 ],
34 outputs=[attr[Vec4f]("color")], 25 outputs=[attr[Vec4f]("color")],
35 uniforms=[ 26 uniforms=[
36 attr[Mat4]("projection"), 27 attr[Mat4]("projection"),
37 attr[Mat4]("view"), 28 attr[Mat4]("view"),
38 attr[Vec4f]("baseColorFactor", arrayCount=4), 29 attr[Vec4f]("color", arrayCount=4),
39 ], 30 ],
40 samplers=[attr[Texture]("baseColorTexture", arrayCount=4)], 31 samplers=[attr[Texture]("baseTexture", arrayCount=4)],
41 vertexCode=""" 32 vertexCode="""
42 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); 33 gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection);
43 vertexColor = Uniforms.baseColorFactor[materialIndex]; 34 vertexColor = Uniforms.color[materialIndex];
44 colorTexCoord = texcoord_0; 35 colorTexCoord = texcoord_0;
45 materialIndexOut = materialIndex; 36 materialIndexOut = materialIndex;
46 """, 37 """,
47 fragmentCode="color = texture(baseColorTexture[materialIndexOut], colorTexCoord) * vertexColor;" 38 fragmentCode="color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;"
48 ) 39 )
49 engine.initRenderer({ 40 engine.initRenderer({COLORED_SINGLE_TEXTURE_MATERIAL: shaderConfiguration})
50 "Material": shaderConfiguration,
51 "Material.001": shaderConfiguration,
52 "Material.002": shaderConfiguration,
53 "Material.004": shaderConfiguration,
54 })
55 41
56 for scene in scenes.mitems: 42 for scene in scenes.mitems:
57 scene.addShaderGlobal("projection", Unit4F32) 43 scene.addShaderGlobal("projection", Unit4F32)
58 scene.addShaderGlobal("view", Unit4F32) 44 scene.addShaderGlobal("view", Unit4F32)
59 var materials: Table[uint16, Material] 45 engine.loadScene(scene)
60 for mesh in scene.meshes:
61 for material in mesh.materials:
62 if not materials.contains(material.index):
63 materials[material.index] = material
64 let baseColors = sortedByIt(values(materials).toSeq, it.index).mapIt(getValue[Vec4f](it.constants["baseColorFactor"], 0))
65 let baseTextures = sortedByIt(values(materials).toSeq, it.index).mapIt(it.textures["baseColorTexture"])
66 scene.addShaderGlobalArray("baseColorFactor", baseColors)
67 scene.addShaderGlobalArray("baseColorTexture", baseTextures)
68 engine.addScene(scene)
69 46
70 var 47 var
71 size = 1'f32 48 size = 1'f32
72 elevation = 0'f32 49 elevation = 0'f32
73 azimut = 0'f32 50 azimut = 0'f32