annotate tests/test_materials.nim @ 315:4921ec86dcb4

did: preparations to refactor material system, still tons to do
author Sam <sam@basx.dev>
date Sun, 23 Jul 2023 19:59:47 +0700
parents da0bd61abe91
children b145a05c2459
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1 import std/times
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2 import std/tables
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3
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4 import semicongine
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5
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6 proc main() =
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7 var flag = rect()
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8 var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)}))
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9 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel)
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10 let
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11 # image from memory
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12 thai = Image(width: 7, height: 5, imagedata: @[
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13 RT, RT, RT, RT, RT, RT, RT,
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14 WT, WT, WT, WT, WT, WT, WT,
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15 PT, PT, PT, PT, PT, PT, PT,
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16 WT, WT, WT, WT, WT, WT, WT,
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17 RT, RT, RT, RT, RT, RT, RT,
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18 ])
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19 let
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20 # image from file
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21 swiss = loadImage("flag.png")
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22
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23 var sampler = DefaultSampler()
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24 sampler.magnification = VK_FILTER_NEAREST
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25 sampler.minification = VK_FILTER_NEAREST
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26 scene.addMaterial(Material(name:"material1", textures: {
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27 "swissflag": Texture(image: swiss, sampler: sampler),
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28 "thaiflag": Texture(image: thai, sampler: sampler),
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29 }.toTable))
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30 scene.addMaterial(Material(name:"material2", textures: {
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31 "swissflag": Texture(image: thai, sampler: sampler),
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32 "thaiflag": Texture(image: swiss, sampler: sampler),
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33 }.toTable))
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34 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32])
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35
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36 var engine = initEngine("Test materials")
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37
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38 const
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39 vertexInput = @[
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40 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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41 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead),
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42 ]
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43 vertexOutput = @[attr[Vec2f]("uvout")]
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44 uniforms = @[attr[float32]("test2", arrayCount=2)]
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45 samplers = @[
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46 attr[Sampler2DType]("swissflag", arrayCount=2),
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47 attr[Sampler2DType]("thaiflag", arrayCount=2),
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48 ]
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49 fragOutput = @[attr[Vec4f]("color")]
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50 vertexCode = compileGlslShader(
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51 stage=VK_SHADER_STAGE_VERTEX_BIT,
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52 inputs=vertexInput,
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53 uniforms=uniforms,
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54 samplers=samplers,
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55 outputs=vertexOutput,
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56 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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57 )
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58 fragmentCode = compileGlslShader(
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59 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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60 inputs=vertexOutput,
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61 uniforms=uniforms,
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62 samplers=samplers,
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63 outputs=fragOutput,
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64 main="""
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65 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5;
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66 color = texture(swissflag[1], uvout) * (1 - d) + texture(thaiflag[1], uvout) * d;
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67 """
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68 )
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69 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
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70 engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="")
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71 var t = cpuTime()
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72 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
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73 var d = float32(cpuTime() - t)
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74 setShaderGlobalArray(scene, "test2", @[d, d * 2])
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75 engine.renderScene(scene)
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76 engine.destroy()
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79 when isMainModule:
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80 main()