Mercurial > games > semicongine
annotate tests/test_materials.nim @ 337:677f3b5a2943
did: update README
| author | Sam <sam@basx.dev> |
|---|---|
| date | Tue, 05 Sep 2023 00:44:33 +0700 |
| parents | 2533f524bdb6 |
| children | b83b3a1ccb05 |
| rev | line source |
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| 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 |
| 332 | 6 let |
| 7 sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) | |
| 8 (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) | |
| 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") | |
| 17 material = Material(name: "material", textures: { | |
| 18 "tex1": Texture(image: thai, sampler: sampler), | |
| 19 "tex2": Texture(image: swiss, sampler: sampler), | |
| 20 }.toTable) | |
| 21 | |
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22 proc main() = |
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23 var flag = rect() |
| 332 | 24 flag.material = material |
| 25 var scene = Scene(name: "main", meshes: @[flag]) | |
| 230 | 26 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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27 |
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28 var engine = initEngine("Test materials") |
| 253 | 29 |
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30 const |
| 332 | 31 shaderConfiguration1 = createShaderConfiguration( |
| 32 inputs=[ | |
| 33 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | |
| 34 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | |
| 35 ], | |
| 36 intermediates=[ | |
| 37 attr[Vec2f]("uvout"), | |
| 38 ], | |
| 39 uniforms=[attr[float32]("test2", arrayCount=2)], | |
| 40 samplers = @[ | |
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41 attr[Texture]("tex1", arrayCount=2), |
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42 attr[Texture]("tex2", arrayCount=2), |
| 332 | 43 ], |
| 44 outputs=[attr[Vec4f]("color")], | |
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45 vertexCode=""" |
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46 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); |
| 332 | 47 uvout = uv;""", |
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48 fragmentCode=""" |
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49 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
| 332 | 50 color = texture(tex1[0], uvout) * (1 - d) + texture(tex2[0], uvout) * d; |
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51 """, |
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52 ) |
| 332 | 53 engine.initRenderer({ |
| 54 "material": shaderConfiguration1, | |
| 55 }.toTable) | |
| 56 engine.addScene(scene) | |
| 201 | 57 var t = cpuTime() |
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58 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 230 | 59 var d = float32(cpuTime() - t) |
| 60 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
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61 engine.renderScene(scene) |
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62 engine.destroy() |
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63 |
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64 |
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65 when isMainModule: |
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66 main() |
