Mercurial > games > semicongine
view tests/test_mesh.nim @ 832:388c4b35a6e3
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 | 6a09fe5dc99b |
children | f4f1474dc70a |
line wrap: on
line source
import std/algorithm import std/sequtils import std/tables import semicongine proc main() = var scenes = [ Scene(name: "Donut", meshes: loadMeshes("tutorialk-donat.glb", COLORED_SINGLE_TEXTURE_MATERIAL)[0].toSeq), ] var engine = initEngine("Test meshes") const shaderConfiguration = createShaderConfiguration( inputs=[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[uint16]("materialIndex", 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]; colorTexCoord = texcoord_0; materialIndexOut = materialIndex; """, 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()