Mercurial > games > semicongine
changeset 1232:32a977c71ba5
fix: make matrices working correctly
author | sam <sam@basx.dev> |
---|---|
date | Fri, 19 Jul 2024 20:00:15 +0700 |
parents | 70f6c1cfe005 |
children | 1cf698973dca |
files | tests/test_rendering.nim |
diffstat | 1 files changed, 18 insertions(+), 8 deletions(-) [+] |
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--- a/tests/test_rendering.nim Thu Jul 18 23:48:57 2024 +0700 +++ b/tests/test_rendering.nim Fri Jul 19 20:00:15 2024 +0700 @@ -1,4 +1,6 @@ import std/sequtils +import std/monotimes +import std/times import std/options import std/random @@ -316,7 +318,7 @@ type UniformData = object - m: Mat4 + mvp: Mat4 Uniforms = object data: GPUValue[UniformData, UniformBufferMapped] CubeShader = object @@ -328,7 +330,7 @@ # code vertexCode = """void main() { fragmentColor = color; - gl_Position = data.m * vec4(position, 1); + gl_Position = vec4(position, 1) * data.mvp; }""" fragmentCode = """void main() { outColor = fragmentColor; @@ -342,9 +344,9 @@ NewVec3f(-0.5, -0.5), NewVec3f(-0.5, +0.5), NewVec3f(+0.5, +0.5), NewVec3f(+0.5, +0.5), NewVec3f(+0.5, -0.5), NewVec3f(-0.5, -0.5), ] - proc transf(data: seq[Vec3f], m: Mat4): seq[Vec3f] = + proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] = for v in data: - result.add m * v + result.add mat * v var vertices: seq[Vec3f] @@ -399,7 +401,7 @@ var uniforms1 = asDescriptorSet( Uniforms( - data: asGPUValue(UniformData(m: Unit4), UniformBufferMapped) + data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped) ) ) AssignBuffers(renderdata, uniforms1) @@ -410,9 +412,18 @@ InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) var c = 0 + var tStart = getMonoTime() + var t = tStart while UpdateInputs() and c < nFrames: - uniforms1.data.data.data.m = Translate(0, 0, -2) * Rotate(PI * 2 * c.float32 / nFrames.float32, Y) * Rotate(-PI / 4, X) * Perspective(-PI / 2, GetAspectRatio(swapchain), 0.01, 100) + let t = getMonoTime() - tStart + + uniforms1.data.data.data.mvp = ( + Perspective(-PI / 2, GetAspectRatio(swapchain), 0.01, 100) * + Translate(0, 0, 2) * + Rotate(PI / 4, X) * + Rotate(PI * 0.5 * (t.inMicroseconds() / 1_000_000), Y) + ) UpdateGPUBuffer(uniforms1.data.data, flush = true) WithNextFrame(swapchain, framebuffer, commandbuffer): WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): @@ -640,8 +651,7 @@ ]# # rotating cube - while true: - test_05_cube(nFrames, swapchain) + test_05_cube(999999999, swapchain) checkVkResult vkDeviceWaitIdle(vulkan.device) vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)