Mercurial > games > semicongine
annotate tests/test_materials.nim @ 836:3a61608f5206
did: clenaup, fix: texture handling
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sun, 26 Nov 2023 19:52:42 +0700 |
| parents | 6001037da8c2 |
| children | fa38cd28f041 |
| rev | line source |
|---|---|
| 662 | 1 import std/times |
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2 import std/tables |
| 662 | 3 |
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4 import semicongine |
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5 |
| 793 | 6 let |
| 7 sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) | |
| 813 | 8 (RT, WT, PT) = (toRGBA("A51931").asPixel, toRGBA("F4F5F8").asPixel, toRGBA("2D2A4A").asPixel) |
| 793 | 9 thai = Image(width: 7, height: 5, imagedata: @[ |
| 10 RT, RT, RT, RT, RT, RT, RT, | |
| 11 WT, WT, WT, WT, WT, WT, WT, | |
| 12 PT, PT, PT, PT, PT, PT, PT, | |
| 13 WT, WT, WT, WT, WT, WT, WT, | |
| 14 RT, RT, RT, RT, RT, RT, RT, | |
| 15 ]) | |
| 16 swiss = loadImage("flag.png") | |
| 834 | 17 doubleTextureMaterial = MaterialType( |
| 18 name:"Double texture", | |
| 19 meshAttributes: { | |
| 20 "position": Vec3F32, | |
| 21 "uv": Vec2F32, | |
| 22 }.toTable, | |
| 23 attributes: {"tex1": TextureType, "tex2": TextureType}.toTable | |
| 24 ) | |
| 25 material = MaterialData( | |
| 26 theType: doubleTextureMaterial, | |
| 27 name: "swiss-thai", | |
| 28 attributes: { | |
| 29 "tex1": initDataList(@[Texture(image: thai, sampler: sampler)]), | |
| 30 "tex2": initDataList(@[Texture(image: swiss, sampler: sampler)]), | |
| 31 }.toTable | |
| 32 ) | |
| 793 | 33 |
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34 proc main() = |
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35 var flag = rect() |
| 834 | 36 flag.material = material |
| 793 | 37 var scene = Scene(name: "main", meshes: @[flag]) |
| 691 | 38 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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39 |
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40 var engine = initEngine("Test materials") |
| 714 | 41 |
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42 const |
| 793 | 43 shaderConfiguration1 = createShaderConfiguration( |
| 44 inputs=[ | |
| 45 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | |
| 46 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | |
| 47 ], | |
| 48 intermediates=[ | |
| 49 attr[Vec2f]("uvout"), | |
| 50 ], | |
| 51 uniforms=[attr[float32]("test2", arrayCount=2)], | |
| 52 samplers = @[ | |
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53 attr[Texture]("tex1", arrayCount=2), |
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54 attr[Texture]("tex2", arrayCount=2), |
| 793 | 55 ], |
| 56 outputs=[attr[Vec4f]("color")], | |
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57 vertexCode=""" |
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58 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); |
| 793 | 59 uvout = uv;""", |
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60 fragmentCode=""" |
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61 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
| 793 | 62 color = texture(tex1[0], uvout) * (1 - d) + texture(tex2[0], uvout) * d; |
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63 """, |
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64 ) |
| 793 | 65 engine.initRenderer({ |
| 834 | 66 doubleTextureMaterial: shaderConfiguration1, |
| 805 | 67 }) |
| 834 | 68 engine.loadScene(scene) |
| 662 | 69 var t = cpuTime() |
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70 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 691 | 71 var d = float32(cpuTime() - t) |
| 72 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
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73 engine.renderScene(scene) |
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74 engine.destroy() |
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75 |
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76 |
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77 when isMainModule: |
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78 main() |
