Mercurial > games > semicongine
view tests/test_mesh.nim @ 342:8c67f67b62fb
fix: attributes with same name but different gpu memory lead to wrong results
author | Sam <sam@basx.dev> |
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date | Mon, 11 Sep 2023 18:23:15 +0700 |
parents | 27aaf43e18b4 |
children | b83b3a1ccb05 |
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import std/algorithm import std/sequtils import std/tables import semicongine proc main() = # var myScene = Scene(name: "hi", meshes: @[rect()]) # myScene.meshes[0].transform = translate3d(0.2'f32, 0'f32, 0'f32) # myScene.root[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) var scenes = [ # loadScene("default_cube.glb", "1"), # loadScene("default_cube1.glb", "3"), # loadScene("default_cube2.glb", "4"), # loadScene("flat.glb", "5"), Scene(name: "Donut", meshes: loadMeshes("tutorialk-donat.glb")[0].toSeq), # myScene, # loadScene("personv3.glb", "2"), ] var engine = initEngine("Test meshes") const shaderConfiguration = createShaderConfiguration( inputs=[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead), 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]("baseColorFactor", arrayCount=4), ], samplers=[attr[Texture]("baseColorTexture", arrayCount=4)], vertexCode=""" gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); vertexColor = Uniforms.baseColorFactor[materialIndex]; colorTexCoord = texcoord_0; materialIndexOut = materialIndex; """, fragmentCode="color = texture(baseColorTexture[materialIndexOut], colorTexCoord) * vertexColor;" ) engine.initRenderer({ "Material": shaderConfiguration, "Material.001": shaderConfiguration, "Material.002": shaderConfiguration, "Material.004": shaderConfiguration, }.toTable) for scene in scenes.mitems: scene.addShaderGlobal("projection", Unit4F32) scene.addShaderGlobal("view", Unit4F32) var materials: Table[uint16, Material] for mesh in scene.meshes: if not materials.contains(mesh.material.index): materials[mesh.material.index] = mesh.material let baseColors = sortedByIt(values(materials).toSeq, it.index).mapIt(getValue[Vec4f](it.constants["baseColorFactor"], 0)) let baseTextures = sortedByIt(values(materials).toSeq, it.index).mapIt(it.textures["baseColorTexture"]) for t in baseTextures: echo "- ", t scene.addShaderGlobalArray("baseColorFactor", baseColors) scene.addShaderGlobalArray("baseColorTexture", baseTextures) engine.addScene(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()