Mercurial > games > semicongine
diff tests/test_mesh.nim @ 691:9182a5d2ea3a
add: test mesh
author | Sam <sam@basx.dev> |
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date | Tue, 16 May 2023 16:08:06 +0700 |
parents | 2ca938595aea |
children | f05497ef8fd2 |
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--- a/tests/test_mesh.nim Tue May 16 15:35:43 2023 +0700 +++ b/tests/test_mesh.nim Tue May 16 16:08:06 2023 +0700 @@ -3,8 +3,7 @@ import semicongine proc main() = - var scene = loadScene("test1.glb") - # var scene = loadScene("tutorialk-donat.glb") + var scene = loadScene("default_cube.glb") var engine = initEngine("Test meshes") const @@ -15,7 +14,7 @@ stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, - main="""gl_Position = vec4(POSITION * 0.2, 1.0) * Uniforms.transform;""" + main="""gl_Position = vec4(POSITION, 1.0) * Uniforms.transform;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, @@ -27,11 +26,14 @@ ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) engine.addScene(scene, vertexInput) - let rotateAxis = newVec3f(1, 1, 1) - scene.addShaderGlobal("transform", rotate3d(0'f32, rotateAxis)) + let rotateAxis = newVec3f(0, 1, 0) + scene.addShaderGlobal("transform", Unit4) var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): - scene.setShaderGlobal("transform", rotate3d(float32(cpuTime() - t), rotateAxis)) + scene.setShaderGlobal( + "transform", + scale3d(0.2'f32, 0.2'f32, 0.2'f32) * translate3d(0'f32, 0'f32, 1.8'f32) * rotate3d(float32(PI) / 4'f32, newVec3f(1, 0, 0)) * rotate3d(-float32(cpuTime() - t), rotateAxis) + ) engine.renderScene(scene) engine.destroy()