Mercurial > games > semicongine
view tests/test_mesh.nim @ 241:671b9267a533
fix: separate descriptors per scene
author | Sam <sam@basx.dev> |
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date | Sun, 21 May 2023 00:33:38 +0700 |
parents | f05497ef8fd2 |
children | f52fccedf5ab |
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import semicongine proc main() = 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"), loadScene("personv3.glb", "2"), ] var engine = initEngine("Test meshes") const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[uint8]("material", memoryPerformanceHint=PreferFastRead), ] vertexOutput = @[attr[Vec4f]("vertexColor")] fragOutput = @[attr[Vec4f]("color")] uniforms = @[attr[Mat4]("transform"), attr[Vec4f]("material_colors", arrayCount=16), ] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, outputs=vertexOutput, uniforms=uniforms, main="""gl_Position = vec4(position, 1.0) * Uniforms.transform; vertexColor = Uniforms.material_colors[material];""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, outputs=fragOutput, uniforms=uniforms, main="""color = vertexColor;""" ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) for scene in scenes.mitems: engine.addScene(scene, vertexInput) scene.addShaderGlobal("transform", Unit4) var size = 1'f32 elevation = -float32(PI) / 3'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 = 1'f32 elevation = -float32(PI) / 3'f32 azimut = 0'f32 size *= 1'f32 + engine.mouseWheel() * 0.05 azimut += engine.mouseMove().x / 180'f32 elevation -= engine.mouseMove().y / 180'f32 scenes[currentScene].setShaderGlobal( "transform", scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) ) engine.renderScene(scenes[currentScene]) engine.destroy() when isMainModule: main()