Mercurial > games > semicongine
view tests/test_mesh.nim @ 224:634c302869d5
did: refactor gpu data, fix some errors
author | Sam <sam@basx.dev> |
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date | Mon, 15 May 2023 14:25:04 +0700 |
parents | ddfc54036e00 |
children | 027f6ff06585 |
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import std/times import semicongine proc main() = var scene = loadScene("test1.glb") # var scene = loadScene("tutorialk-donat.glb") var engine = initEngine("Test meshes") const vertexInput = @[attr[Vec3f]("POSITION", memoryPerformanceHint=PreferFastRead)] fragOutput = @[attr[Vec4f]("color")] uniforms = @[attr[Mat4]("transform")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, main="""gl_Position = vec4(POSITION * 0.2, 1.0) * Uniforms.transform;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, outputs=fragOutput, uniforms=uniforms, main=""" color = vec4(61/255, 43/255, 31/255, 1); """ ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) engine.addScene(scene, vertexInput) let rotateAxis = newVec3f(1, 1, 1) scene.addShaderGlobal("transform", rotate3d(0'f32, rotateAxis)) var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): scene.setShaderGlobal("transform", rotate3d(float32(cpuTime() - t), rotateAxis)) engine.renderScene(scene) engine.destroy() when isMainModule: main()