Mercurial > games > semicongine
annotate tests/test_materials.nim @ 229:7741bca03e7c
add: support for struct members to be array
| author | Sam <sam@basx.dev> |
|---|---|
| date | Tue, 16 May 2023 15:35:43 +0700 |
| parents | 744285b47a4d |
| children | 027f6ff06585 |
| 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) |
| 201 | 25 scene.addShaderGlobal("time", 0'f32) |
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26 var m: Mesh = Mesh(scene.root.components[0]) |
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27 |
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28 var engine = initEngine("Test materials") |
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29 const |
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30 vertexInput = @[ |
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31 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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32 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
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33 ] |
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34 vertexOutput = @[attr[Vec2f]("uvout")] |
| 201 | 35 uniforms = @[attr[float32]("time")] |
| 36 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] | |
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37 fragOutput = @[attr[Vec4f]("color")] |
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38 vertexCode = compileGlslShader( |
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39 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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40 inputs=vertexInput, |
| 201 | 41 uniforms=uniforms, |
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42 samplers=samplers, |
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43 outputs=vertexOutput, |
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44 main="""gl_Position = vec4(position, 1.0); uvout = uv;""" |
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45 ) |
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46 fragmentCode = compileGlslShader( |
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47 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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48 inputs=vertexOutput, |
| 201 | 49 uniforms=uniforms, |
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50 samplers=samplers, |
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51 outputs=fragOutput, |
| 201 | 52 main=""" |
| 53 float d = sin(Uniforms.time * 0.5) * 0.5 + 0.5; | |
| 54 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; | |
| 55 """ | |
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56 ) |
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57 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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58 engine.addScene(scene, vertexInput) |
| 201 | 59 var t = cpuTime() |
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60 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 201 | 61 setShaderGlobal(scene, "time", float32(cpuTime() - t)) |
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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() |
