Mercurial > games > semicongine
diff tests/test_mesh.nim @ 706:0936ae49f0c4
add: correct camera calculations
author | Sam <sam@basx.dev> |
---|---|
date | Mon, 22 May 2023 19:21:05 +0700 |
parents | 37ef17c96bdb |
children | dcbd9f256f6a |
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--- a/tests/test_mesh.nim Mon May 22 00:51:41 2023 +0700 +++ b/tests/test_mesh.nim Mon May 22 19:21:05 2023 +0700 @@ -18,13 +18,18 @@ ] vertexOutput = @[attr[Vec4f]("vertexColor")] fragOutput = @[attr[Vec4f]("color")] - uniforms = @[attr[Mat4]("transform"), attr[Vec4f]("material_color", arrayCount=16), ] + uniforms = @[ + attr[Mat4]("projection"), + attr[Mat4]("view"), + attr[Mat4]("model"), + attr[Vec4f]("material_color", arrayCount=16), + ] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, outputs=vertexOutput, uniforms=uniforms, - main="""gl_Position = vec4(position, 1.0) * Uniforms.transform; vertexColor = Uniforms.material_color[material];""" + main="""gl_Position = Uniforms.projection * Uniforms.view * Uniforms.model * vec4(position, 1.0); vertexColor = Uniforms.material_color[material];""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, @@ -36,7 +41,9 @@ engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) for scene in scenes.mitems: engine.addScene(scene, vertexInput) - scene.addShaderGlobal("transform", Unit4) + scene.addShaderGlobal("projection", Unit4) + scene.addShaderGlobal("view", Unit4) + scene.addShaderGlobal("model", Unit4) var size = 1'f32 elevation = -float32(PI) / 3'f32 @@ -61,14 +68,17 @@ size = 1'f32 elevation = -float32(PI) / 3'f32 azimut = 0'f32 + var ratio = engine.getWindow().size[0] / engine.getWindow().size[1] size *= 1'f32 + engine.mouseWheel() * 0.05 azimut += engine.mouseMove().x / 180'f32 elevation -= engine.mouseMove().y / 180'f32 + scenes[currentScene].setShaderGlobal("projection", ortho(-ratio, ratio, -1, 1, -1, 1)) scenes[currentScene].setShaderGlobal( - "transform", - scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) + "view", + scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) ) + scenes[currentScene].setShaderGlobal("model", Unit4f32) engine.renderScene(scenes[currentScene]) engine.destroy()