Mercurial > games > semicongine
annotate tests/test_materials.nim @ 328:8d0ffcacc7e3
did: some cleanup
author | Sam <sam@basx.dev> |
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date | Fri, 25 Aug 2023 01:14:04 +0700 |
parents | b145a05c2459 |
children | e4528d97a687 |
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 |
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6 proc main() = |
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7 var flag = rect() |
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8 flag.materials = @["material2"] |
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9 var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)})) |
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10 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) |
201 | 11 let |
244 | 12 # image from memory |
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13 thai = Image(width: 7, height: 5, imagedata: @[ |
201 | 14 RT, RT, RT, RT, RT, RT, RT, |
15 WT, WT, WT, WT, WT, WT, WT, | |
16 PT, PT, PT, PT, PT, PT, PT, | |
17 WT, WT, WT, WT, WT, WT, WT, | |
18 RT, RT, RT, RT, RT, RT, RT, | |
19 ]) | |
253 | 20 let |
244 | 21 # image from file |
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22 swiss = loadImage("flag.png") |
253 | 23 |
244 | 24 var sampler = DefaultSampler() |
25 sampler.magnification = VK_FILTER_NEAREST | |
26 sampler.minification = VK_FILTER_NEAREST | |
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27 scene.addMaterial(Material(name:"material1", textures: { |
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28 "tex1": Texture(image: swiss, sampler: sampler), |
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29 "tex2": Texture(image: thai, sampler: sampler), |
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30 }.toTable)) |
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31 scene.addMaterial(Material(name:"material2", textures: { |
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32 "tex1": Texture(image: thai, sampler: sampler), |
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33 "tex2": Texture(image: swiss, sampler: sampler), |
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34 }.toTable)) |
230 | 35 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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36 |
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37 var engine = initEngine("Test materials") |
253 | 38 |
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39 const |
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40 vertexInput = @[ |
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41 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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42 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true), |
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43 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
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44 ] |
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45 vertexOutput = @[attr[Vec2f]("uvout"), attr[uint16]("materialIndexOut", noInterpolation=true)] |
230 | 46 uniforms = @[attr[float32]("test2", arrayCount=2)] |
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47 samplers = @[ |
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48 attr[Sampler2DType]("tex1", arrayCount=2), |
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49 attr[Sampler2DType]("tex2", arrayCount=2), |
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50 ] |
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51 fragOutput = @[attr[Vec4f]("color")] |
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52 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( |
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53 inputs=vertexInput, |
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54 intermediate=vertexOutput, |
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55 outputs=fragOutput, |
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56 samplers=samplers, |
201 | 57 uniforms=uniforms, |
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58 vertexCode=""" |
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59 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); |
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60 uvout = uv; |
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61 materialIndexOut = materialIndex;""", |
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62 fragmentCode=""" |
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63 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
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64 color = texture(tex1[materialIndexOut], uvout) * (1 - d) + texture(tex2[materialIndexOut], uvout) * d; |
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65 """, |
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66 ) |
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67 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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68 engine.addScene(scene, vertexInput, samplers, transformAttribute="") |
201 | 69 var t = cpuTime() |
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70 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
230 | 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() |