annotate tests/test_materials.nim @ 344:b83b3a1ccb05

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