Mercurial > games > semicongine
annotate tests/test_materials.nim @ 344:b83b3a1ccb05
fix: all tests
author | Sam <sam@basx.dev> |
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date | Mon, 11 Sep 2023 21:31:22 +0700 |
parents | 2533f524bdb6 |
children | 00231e014642 |
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 |
332 | 6 let |
7 sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) | |
8 (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) | |
9 thai = Image(width: 7, height: 5, imagedata: @[ | |
10 RT, RT, RT, RT, RT, RT, RT, | |
11 WT, WT, WT, WT, WT, WT, WT, | |
12 PT, PT, PT, PT, PT, PT, PT, | |
13 WT, WT, WT, WT, WT, WT, WT, | |
14 RT, RT, RT, RT, RT, RT, RT, | |
15 ]) | |
16 swiss = loadImage("flag.png") | |
17 material = Material(name: "material", textures: { | |
18 "tex1": Texture(image: thai, sampler: sampler), | |
19 "tex2": Texture(image: swiss, sampler: sampler), | |
20 }.toTable) | |
21 | |
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22 proc main() = |
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23 var flag = rect() |
332 | 24 flag.material = material |
25 var scene = Scene(name: "main", meshes: @[flag]) | |
230 | 26 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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27 |
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28 var engine = initEngine("Test materials") |
253 | 29 |
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30 const |
332 | 31 shaderConfiguration1 = createShaderConfiguration( |
32 inputs=[ | |
33 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | |
34 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | |
35 ], | |
36 intermediates=[ | |
37 attr[Vec2f]("uvout"), | |
38 ], | |
39 uniforms=[attr[float32]("test2", arrayCount=2)], | |
40 samplers = @[ | |
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41 attr[Texture]("tex1", arrayCount=2), |
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42 attr[Texture]("tex2", arrayCount=2), |
332 | 43 ], |
44 outputs=[attr[Vec4f]("color")], | |
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45 vertexCode=""" |
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46 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); |
332 | 47 uvout = uv;""", |
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48 fragmentCode=""" |
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49 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
332 | 50 color = texture(tex1[0], uvout) * (1 - d) + texture(tex2[0], uvout) * d; |
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51 """, |
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52 ) |
332 | 53 engine.initRenderer({ |
54 "material": shaderConfiguration1, | |
344 | 55 }) |
332 | 56 engine.addScene(scene) |
201 | 57 var t = cpuTime() |
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58 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
230 | 59 var d = float32(cpuTime() - t) |
60 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
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61 engine.renderScene(scene) |
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62 engine.destroy() |
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63 |
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64 |
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65 when isMainModule: |
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66 main() |