Mercurial > games > semicongine
changeset 700:abc0d97392cb
did: nicer test example, scene switching still problematic
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 20 May 2023 23:21:03 +0700 |
parents | c29f3ad1604f |
children | 26f19ed98701 |
files | tests/test_mesh.nim |
diffstat | 1 files changed, 52 insertions(+), 17 deletions(-) [+] |
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--- a/tests/test_mesh.nim Sat May 20 23:16:48 2023 +0700 +++ b/tests/test_mesh.nim Sat May 20 23:21:03 2023 +0700 @@ -1,40 +1,75 @@ -import std/times - import semicongine proc main() = - var scene = loadScene("default_cube.glb") + 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)] + vertexInput = @[ + attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), + attr[uint8]("material", memoryPerformanceHint=PreferFastRead), + ] + vertexOutput = @[attr[Vec4f]("vertexColor")] fragOutput = @[attr[Vec4f]("color")] - uniforms = @[attr[Mat4]("transform")] + 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;""" + 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 = vec4(61/255, 43/255, 31/255, 1); -""" + main="""color = vertexColor;""" ) - engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - engine.addScene(scene, vertexInput) - let rotateAxis = newVec3f(0, 1, 0) - scene.addShaderGlobal("transform", Unit4) - var t = cpuTime() + 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): - scene.setShaderGlobal( + 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(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) + scale3d(size, size, size) * rotate3d(elevation, newVec3f(1, 0, 0)) * rotate3d(azimut, Yf32) ) - engine.renderScene(scene) + engine.renderScene(scenes[currentScene]) engine.destroy()