Mercurial > games > semicongine
view tests/test_mesh.nim @ 1048:2a836a58d231
did: adjust max LOD according to vk best practices output
author | sam <sam@basx.dev> |
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date | Fri, 29 Mar 2024 15:39:04 +0700 |
parents | 91e018270832 |
children | 6406766a222d |
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import semicongine proc main() = var scenes = [ Scene(name: "Donut", meshes: loadMeshes("donut.glb", COLORED_SINGLE_TEXTURE_MATERIAL)[0].toSeq), ] var engine = initEngine("Test meshes") const shaderConfiguration = createShaderConfiguration( inputs = [ attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true), attr[Vec2f]("texcoord_0", memoryPerformanceHint = PreferFastRead), attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true), ], intermediates = [ attr[Vec4f]("vertexColor"), attr[Vec2f]("colorTexCoord"), attr[uint16]("materialIndexOut", noInterpolation = true) ], outputs = [attr[Vec4f]("color")], uniforms = [ attr[Mat4]("projection"), attr[Mat4]("view"), attr[Vec4f]("color", arrayCount = 4), ], samplers = [attr[Texture]("baseTexture", arrayCount = 4)], vertexCode = &""" gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); vertexColor = Uniforms.color[{MATERIALINDEX_ATTRIBUTE}]; colorTexCoord = texcoord_0; materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; """, fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" ) engine.initRenderer({COLORED_SINGLE_TEXTURE_MATERIAL: shaderConfiguration}) for scene in scenes.mitems: scene.addShaderGlobal("projection", Unit4F32) scene.addShaderGlobal("view", Unit4F32) engine.loadScene(scene) var size = 1'f32 elevation = 0'f32 azimut = 0'f32 currentScene = 0 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): if engine.keyWasPressed(`1`): currentScene = 0 elif engine.keyWasPressed(`2`): currentScene = 1 elif engine.keyWasPressed(`3`): currentScene = 2 elif engine.keyWasPressed(`4`): currentScene = 3 elif engine.keyWasPressed(`5`): currentScene = 4 elif engine.keyWasPressed(`6`): currentScene = 5 if engine.keyWasPressed(NumberRowExtra3): size = 0.3'f32 elevation = 0'f32 azimut = 0'f32 let 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( "view", scale(size, size, size) * rotate(elevation, newVec3f(1, 0, 0)) * rotate(azimut, Yf32) ) engine.renderScene(scenes[currentScene]) engine.destroy() when isMainModule: main()