Mercurial > games > semicongine
view tests/test_mesh.nim @ 314:325823d1b61e
did: add "playing" query to public API
author | Sam <sam@basx.dev> |
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date | Sun, 09 Jul 2023 17:40:46 +0700 |
parents | da0bd61abe91 |
children | b145a05c2459 |
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import semicongine proc main() = var ent1 = newEntity("hoho", {"mesh": Component(rect())}) var ent2 = newEntity("hehe", [], ent1) var myScene = newScene("hi", ent2) myScene.root.transform = translate3d(0.2'f32, 0'f32, 0'f32) myScene.root.children[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) var scenes = [ # loadScene("default_cube.glb", "1"), # loadScene("default_cube1.glb", "3"), # loadScene("default_cube2.glb", "4"), # loadScene("flat.glb", "5"), loadScene("tutorialk-donat.glb", "6"), # myScene, # loadScene("personv3.glb", "2"), ] var engine = initEngine("Test meshes") const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[uint8]("material", memoryPerformanceHint=PreferFastRead), attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), ] intermediate = @[ attr[Vec4f]("vertexColor"), attr[Vec2f]("colorTexCoord"), attr[uint8]("materialId", noInterpolation=true) ] fragOutput = @[attr[Vec4f]("color")] uniforms = @[ attr[Mat4]("projection"), attr[Mat4]("view"), attr[Vec4f]("baseColorFactor", arrayCount=4), ] samplers = @[attr[Sampler2DType]("baseColorTexture", arrayCount=4)] (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( inputs=vertexInput, intermediate=intermediate, outputs=fragOutput, uniforms=uniforms, samplers=samplers, vertexCode=""" gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); vertexColor = Uniforms.baseColorFactor[material]; colorTexCoord = texcoord_0; materialId = material; """, fragmentCode=""" 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)); color = texture(baseColorTexture[materialId], colorTexCoord) * vertexColor; """ ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) for scene in scenes.mitems: engine.addScene(scene, vertexInput, samplers, transformAttribute="transform") scene.addShaderGlobal("projection", Unit4) scene.addShaderGlobal("view", Unit4) 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", scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) ) engine.renderScene(scenes[currentScene]) engine.destroy() when isMainModule: main()