Mercurial > games > semicongine
annotate tests/test_materials.nim @ 253:ad078e26a1c7
fix: API changes
| author | sam <sam@basx.dev> |
|---|---|
| date | Wed, 24 May 2023 01:31:21 +0700 |
| parents | f52fccedf5ab |
| children | bfcb41211c5b |
| 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 (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) |
| 201 | 8 let |
| 244 | 9 # image from memory |
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10 t1 = Image(width: 7, height: 5, imagedata: @[ |
| 201 | 11 RT, RT, RT, RT, RT, RT, RT, |
| 12 WT, WT, WT, WT, WT, WT, WT, | |
| 13 PT, PT, PT, PT, PT, PT, PT, | |
| 14 WT, WT, WT, WT, WT, WT, WT, | |
| 15 RT, RT, RT, RT, RT, RT, RT, | |
| 16 ]) | |
| 253 | 17 let |
| 244 | 18 # image from file |
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19 t2 = loadImage("flag.png") |
| 253 | 20 |
| 244 | 21 var sampler = DefaultSampler() |
| 22 sampler.magnification = VK_FILTER_NEAREST | |
| 23 sampler.minification = VK_FILTER_NEAREST | |
| 24 scene.addTextures("my_texture", @[Texture(image: t1, sampler: sampler), Texture(image: t2, sampler: sampler)]) | |
| 230 | 25 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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26 |
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27 var engine = initEngine("Test materials") |
| 253 | 28 |
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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")] |
| 230 | 35 uniforms = @[attr[float32]("test2", arrayCount=2)] |
| 201 | 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, |
| 230 | 44 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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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=""" |
| 230 | 53 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
| 201 | 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)) |
| 253 | 58 engine.addScene(scene, vertexInput, samplers) |
| 201 | 59 var t = cpuTime() |
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60 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 230 | 61 var d = float32(cpuTime() - t) |
| 62 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
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63 engine.renderScene(scene) |
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64 engine.destroy() |
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65 |
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66 |
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67 when isMainModule: |
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68 main() |
