Mercurial > games > semicongine
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 |
| rev | line source |
|---|---|
| 201 | 1 import std/times |
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2 import std/tables |
| 201 | 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) |
| 201 | 10 let |
| 244 | 11 # image from memory |
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12 thai = Image(width: 7, height: 5, imagedata: @[ |
| 201 | 13 RT, RT, RT, RT, RT, RT, RT, |
| 14 WT, WT, WT, WT, WT, WT, WT, | |
| 15 PT, PT, PT, PT, PT, PT, PT, | |
| 16 WT, WT, WT, WT, WT, WT, WT, | |
| 17 RT, RT, RT, RT, RT, RT, RT, | |
| 18 ]) | |
| 253 | 19 let |
| 244 | 20 # image from file |
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21 swiss = loadImage("flag.png") |
| 253 | 22 |
| 244 | 23 var sampler = DefaultSampler() |
| 24 sampler.magnification = VK_FILTER_NEAREST | |
| 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)) |
| 230 | 34 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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35 |
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36 var engine = initEngine("Test materials") |
| 253 | 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")] |
| 230 | 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, |
| 201 | 53 uniforms=uniforms, |
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54 samplers=samplers, |
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55 outputs=vertexOutput, |
| 230 | 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, |
| 201 | 61 uniforms=uniforms, |
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62 samplers=samplers, |
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63 outputs=fragOutput, |
| 201 | 64 main=""" |
| 230 | 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; |
| 201 | 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="") |
| 201 | 71 var t = cpuTime() |
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72 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 230 | 73 var d = float32(cpuTime() - t) |
| 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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77 |
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78 |
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79 when isMainModule: |
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80 main() |
