Mercurial > games > semicongine
view tests/test_mesh.nim @ 691:9182a5d2ea3a
add: test mesh
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 16 May 2023 16:08:06 +0700 |
parents | 2ca938595aea |
children | f05497ef8fd2 |
line wrap: on
line source
import std/times import semicongine proc main() = var scene = loadScene("default_cube.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, 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(0, 1, 0) scene.addShaderGlobal("transform", Unit4) var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): scene.setShaderGlobal( "transform", scale3d(0.2'f32, 0.2'f32, 0.2'f32) * translate3d(0'f32, 0'f32, 1.8'f32) * rotate3d(float32(PI) / 4'f32, newVec3f(1, 0, 0)) * rotate3d(-float32(cpuTime() - t), rotateAxis) ) engine.renderScene(scene) engine.destroy() when isMainModule: main()