Mercurial > games > semicongine
view tests/test_mesh.nim @ 1136:71315636ba82
did: refactor naming in tons of places
author | sam <sam@basx.dev> |
---|---|
date | Tue, 04 Jun 2024 16:51:50 +0700 |
parents | 74957cbf589b |
children | a4aa9f374d44 |
line wrap: on
line source
import std/strformat import semicongine const MeshMaterial* = MaterialType( name: "colored single texture material", vertexAttributes: { "position": Vec3F32, "texcoord_0": Vec2F32, }.toTable, attributes: {"baseTexture": TextureType, "color": Vec4F32}.toTable ) proc main() = var scenes = [ Scene(name: "Donut", meshes: loadMeshes("donut.glb", MeshMaterial)[0].toSeq), ] var engine = initEngine("Test meshes") const shaderConfiguration = createShaderConfiguration( name = "default shader", inputs = [ attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), attr[uint16](MATERIALINDEX_ATTRIBUTE, 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_ATTRIBUTE}]; colorTexCoord = texcoord_0; materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; """, fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" ) engine.initRenderer({MeshMaterial: 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() and not KeyIsDown(Escape): if KeyWasPressed(`1`): currentScene = 0 elif KeyWasPressed(`2`): currentScene = 1 elif KeyWasPressed(`3`): currentScene = 2 elif KeyWasPressed(`4`): currentScene = 3 elif KeyWasPressed(`5`): currentScene = 4 elif KeyWasPressed(`6`): currentScene = 5 if 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 + MouseWheel() * 0.05 azimut += MouseMove().x / 180'f32 elevation -= MouseMove().y / 180'f32 scenes[currentScene].setShaderGlobal("projection", Perspective(PI / 2, ratio, -0.5, 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()