annotate tests/test_materials.nim @ 661:9995702c34b2

add: few improvments for working with textures
author Sam <sam@basx.dev>
date Sun, 07 May 2023 18:13:39 +0700
parents c6414ade79f0
children ab626e67a1ee
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1 import semicongine
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2
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3 proc main() =
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4 var scene = newScene("main", root=newEntity("rect", rect()))
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5 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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6 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel)
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7 scene.addTexture("my_texture", TextureImage(width: 13, height: 5, imagedata: @[
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8 R, R, R, R, R, W, RT, RT, RT, RT, RT, RT, RT,
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9 R, R, W, R, R, W, WT, WT, WT, WT, WT, WT, WT,
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10 R, W, W, W, R, W, PT, PT, PT, PT, PT, PT, PT,
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11 R, R, W, R, R, W, WT, WT, WT, WT, WT, WT, WT,
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12 R, R, R, R, R, W, RT, RT, RT, RT, RT, RT, RT,
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13 ]))
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14 var m: Mesh = Mesh(scene.root.components[0])
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15
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16 var engine = initEngine("Test materials")
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17 const
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18 vertexInput = @[
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19 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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20 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead),
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21 ]
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22 vertexOutput = @[attr[Vec2f]("uvout")]
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23 samplers = @[attr[Sampler2DType]("my_texture")]
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24 fragOutput = @[attr[Vec4f]("color")]
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25 vertexCode = compileGlslShader(
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26 stage=VK_SHADER_STAGE_VERTEX_BIT,
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27 inputs=vertexInput,
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28 samplers=samplers,
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29 outputs=vertexOutput,
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30 main="""gl_Position = vec4(position, 1.0); uvout = uv;"""
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31 )
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32 fragmentCode = compileGlslShader(
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33 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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34 inputs=vertexOutput,
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35 samplers=samplers,
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36 outputs=fragOutput,
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37 main="color = texture(my_texture, uvout);"
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38 )
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39 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
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40 engine.addScene(scene, vertexInput)
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41 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
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42 engine.renderScene(scene)
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43 engine.destroy()
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45
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46 when isMainModule:
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47 main()