Mercurial > games > semicongine
annotate tests/test_materials.nim @ 230:027f6ff06585
add: test mesh
author | Sam <sam@basx.dev> |
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date | Tue, 16 May 2023 16:08:06 +0700 |
parents | 744285b47a4d |
children | 3918e42bf26e |
rev | line source |
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201 | 1 import std/times |
2 | |
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add: new test file to test to do future test with materials etc.
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3 import semicongine |
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4 |
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5 proc main() = |
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6 var scene = newScene("main", root=newEntity("rect", rect())) |
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7 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
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8 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) |
201 | 9 let |
211 | 10 t1 = Image(width: 5, height: 5, imagedata: @[ |
201 | 11 R, R, R, R, R, |
12 R, R, W, R, R, | |
13 R, W, W, W, R, | |
14 R, R, W, R, R, | |
15 R, R, R, R, R, | |
16 ]) | |
211 | 17 t2 = Image(width: 7, height: 5, imagedata: @[ |
201 | 18 RT, RT, RT, RT, RT, RT, RT, |
19 WT, WT, WT, WT, WT, WT, WT, | |
20 PT, PT, PT, PT, PT, PT, PT, | |
21 WT, WT, WT, WT, WT, WT, WT, | |
22 RT, RT, RT, RT, RT, RT, RT, | |
23 ]) | |
211 | 24 scene.addTextures("my_texture", @[t1, t2], interpolation=VK_FILTER_NEAREST) |
230 | 25 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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26 |
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27 var engine = initEngine("Test materials") |
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28 const |
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29 vertexInput = @[ |
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30 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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31 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
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32 ] |
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33 vertexOutput = @[attr[Vec2f]("uvout")] |
230 | 34 uniforms = @[attr[float32]("test2", arrayCount=2)] |
201 | 35 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] |
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36 fragOutput = @[attr[Vec4f]("color")] |
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37 vertexCode = compileGlslShader( |
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38 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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39 inputs=vertexInput, |
201 | 40 uniforms=uniforms, |
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41 samplers=samplers, |
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42 outputs=vertexOutput, |
230 | 43 main="""gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); uvout = uv;""" |
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44 ) |
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45 fragmentCode = compileGlslShader( |
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46 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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47 inputs=vertexOutput, |
201 | 48 uniforms=uniforms, |
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49 samplers=samplers, |
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50 outputs=fragOutput, |
201 | 51 main=""" |
230 | 52 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
201 | 53 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; |
54 """ | |
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55 ) |
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56 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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57 engine.addScene(scene, vertexInput) |
201 | 58 var t = cpuTime() |
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59 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
230 | 60 var d = float32(cpuTime() - t) |
61 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
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62 engine.renderScene(scene) |
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63 engine.destroy() |
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64 |
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65 |
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66 when isMainModule: |
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67 main() |