annotate tests/test_materials.nim @ 316:b145a05c2459

add: changing rendering system, not finished yet, also upgrading to Nim 2
author Sam <sam@basx.dev>
date Mon, 07 Aug 2023 00:23:00 +0700
parents 4921ec86dcb4
children e4528d97a687
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1 import std/times
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2 import std/tables
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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)
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11 let
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12 # image from memory
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13 thai = Image(width: 7, height: 5, imagedata: @[
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14 RT, RT, RT, RT, RT, RT, RT,
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15 WT, WT, WT, WT, WT, WT, WT,
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16 PT, PT, PT, PT, PT, PT, PT,
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17 WT, WT, WT, WT, WT, WT, WT,
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18 RT, RT, RT, RT, RT, RT, RT,
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19 ])
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20 let
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21 # image from file
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22 swiss = loadImage("flag.png")
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23
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24 var sampler = DefaultSampler()
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25 sampler.magnification = VK_FILTER_NEAREST
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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))
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35 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32])
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36
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37 var engine = initEngine("Test materials")
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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)]
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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,
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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="")
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69 var t = cpuTime()
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70 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
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71 var d = float32(cpuTime() - t)
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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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77 when isMainModule:
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78 main()