Mercurial > games > semicongine
view tests/test_gltf.nim @ 1322:4a1c2b1128bc
did: improve handling of descriptor sets
author | sam <sam@basx.dev> |
---|---|
date | Thu, 15 Aug 2024 18:30:00 +0700 |
parents | 385dbd68a947 |
children | 3ba2c180e52c |
line wrap: on
line source
import std/math import std/sequtils import std/monotimes import std/times import std/options import ../semicongine proc test_gltf(time: float32) = var renderdata = initRenderData() type ObjectData = object transform: Mat4 materialId: int32 Camera = object view: Mat4 normal: Mat4 projection: Mat4 Material = object color: Vec4f = vec4(1, 1, 1, 1) # colorTexture: int32 = -1 metallic: float32 = 0 roughness: float32 = 0 # metallicRoughnessTexture: int32 = -1 # normalTexture: int32 = -1 # occlusionTexture: int32 = -1 emissive: Vec4f = vec4(0, 0, 0, 0) # emissiveTexture: int32 = -1 MainDescriptors = object materials: array[50, GPUValue[Material, UniformBuffer]] camera: GPUValue[Camera, UniformBufferMapped] Shader = object objectData {.PushConstantAttribute.}: ObjectData position {.VertexAttribute.}: Vec3f color {.VertexAttribute.}: Vec4f normal {.VertexAttribute.}: Vec3f fragmentPosition {.Pass.}: Vec3f fragmentColor {.Pass.}: Vec4f fragmentNormal {.Pass.}: Vec3f outColor {.ShaderOutput.}: Vec4f descriptors {.DescriptorSets.}: (MainDescriptors, ) # code vertexCode: string = """ void main() { mat4 modelView = objectData.transform * camera.view; mat3 normalMat = mat3(transpose(inverse(objectData.transform))); vec4 posTransformed = vec4(position, 1) * modelView; fragmentPosition = posTransformed.xyz / posTransformed.w; fragmentColor = color * materials[objectData.materialId].color; fragmentNormal = normal * normalMat; gl_Position = vec4(position, 1) * (modelView * camera.projection); }""" fragmentCode: string = """ const vec3 lightPosition = vec3(7, 9, -12); const float shininess = 40; const vec3 ambientColor = vec3(0, 0, 0); const vec3 lightColor = vec3(1, 1, 1); // const vec3 specColor = vec3(1, 1, 1); const float lightPower = 20; void main() { // some setup vec3 normal = normalize(fragmentNormal); vec3 lightDir = lightPosition - fragmentPosition; float dist = length(lightDir); lightDir = normalize(lightDir); float lambertian = max(dot(lightDir, normal), 0); float specular = 0; // blinn-phong if (lambertian > 0) { vec3 viewDir = normalize(-fragmentPosition); vec3 halfDir = normalize(lightDir + viewDir); float specAngle = max(dot(halfDir, normal), 0.0); specular = pow(specAngle, shininess); } vec3 diffuseColor = fragmentColor.rgb; vec3 specColor = diffuseColor; vec3 color = ambientColor + diffuseColor * lambertian * lightColor * lightPower / dist + specColor * specular * lightColor * lightPower / dist; outColor = vec4(color, fragmentColor.a); }""" Mesh = object position: GPUArray[Vec3f, VertexBuffer] color: GPUArray[Vec4f, VertexBuffer] normal: GPUArray[Vec3f, VertexBuffer] indices: GPUArray[uint32, IndexBuffer] material: int32 var gltfData = loadMeshes[Mesh, Material]( "town.glb", # "forest.glb", MeshAttributeNames( POSITION: "position", COLOR: @["color"], NORMAL: "normal", indices: "indices", material: "material", ), MaterialAttributeNames( baseColorFactor: "color", baseColorTexture: "colorTexture", metallicFactor: "metallic", roughnessFactor: "roughness", metallicRoughnessTexture: "metallicRoughnessTexture", normalTexture: "normalTexture", occlusionTexture: "occlusionTexture", emissiveTexture: "emissiveTexture", emissiveFactor: "emissive", ) ) var descriptors = asDescriptorSet( MainDescriptors( camera: asGPUValue(Camera( view: Unit4, normal: Unit4, projection: Unit4, ), UniformBufferMapped) ) ) for i in 0 ..< gltfData.materials.len: descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer) for mesh in mitems(gltfData.meshes): for primitive in mitems(mesh): primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, vec4(1, 1, 1, 1)), VertexBuffer) renderdata.assignBuffers(primitive[0]) renderdata.assignBuffers(descriptors) var pipeline = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, cullMode=[]) initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors) renderdata.flushAllMemory() proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4) = let nodeTransform = gltfData.nodes[nodeId].transform * transform if gltfData.nodes[nodeId].mesh >= 0: for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh].mitems: renderWithPushConstant( commandbuffer = commandbuffer, pipeline = pipeline, mesh = primitive[0], pushConstant = ObjectData(transform: nodeTransform, materialId: primitive[0].material) ) for childNode in gltfData.nodes[nodeId].children: drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform) var camPos: Vec3f var camYaw: float32 var camPitch: float32 discard updateInputs() # clear inputs, otherwise MouseMove will have stuff var start = getMonoTime() var lastT = getMonoTime() while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and updateInputs(): let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32 lastT = getMonoTime() camYaw += mouseMove().x.float32 / 1000'f32 camPitch += mouseMove().y.float32 / 1000'f32 var forward = 0'f32 sideward = 0'f32 if keyIsDown(W): forward += 2 if keyIsDown(S): forward -= 2 if keyIsDown(A): sideward -= 2 if keyIsDown(D): sideward += 2 let camDir = (rotate(camYaw, Y) * rotate(camPitch, X)) * Z let camDirSide = camDir.cross(-Y).normalized camPos += camDir * forward * dt camPos += camDirSide * sideward * dt let view = rotate(-camPitch, X) * rotate(-camYaw, Y) * translate(-camPos) descriptors.data.camera.data.view = view descriptors.data.camera.data.normal = view descriptors.data.camera.data.projection = projection(PI / 2, aspect = getAspectRatio(), zNear = 0.01, zFar = 20) updateGPUBuffer(descriptors.data.camera) withNextFrame(framebuffer, commandbuffer): withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)): withPipeline(commandbuffer, pipeline): withBind(commandbuffer, (descriptors, ), pipeline): for nodeId in gltfData.scenes[0]: drawNode( commandbuffer = commandbuffer, pipeline = pipeline, nodeId = nodeId, transform = rotate(PI / 2, Z) ) # cleanup checkVkResult vkDeviceWaitIdle(vulkan.device) destroyPipeline(pipeline) destroyRenderData(renderdata) when isMainModule: var time = 1000'f32 initVulkan() var renderpass = createDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT) setupSwapchain(renderpass = renderpass) lockMouse(true) # showSystemCursor(false) # tests a simple triangle with minimalistic shader and vertex format test_gltf(time) checkVkResult vkDeviceWaitIdle(vulkan.device) vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) clearSwapchain() destroyVulkan()