Mercurial > games > semicongine
annotate tests/test_materials.nim @ 247:beb41c93aa3f
fix: gltf loading
author | Sam <sam@basx.dev> |
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date | Tue, 23 May 2023 01:05:06 +0700 |
parents | f52fccedf5ab |
children | ad078e26a1c7 |
rev | line source |
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201 | 1 import std/times |
2 | |
199
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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 ]) | |
244 | 17 # image from file |
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18 t2 = loadImage("flag.png") |
244 | 19 var sampler = DefaultSampler() |
20 sampler.magnification = VK_FILTER_NEAREST | |
21 sampler.minification = VK_FILTER_NEAREST | |
22 scene.addTextures("my_texture", @[Texture(image: t1, sampler: sampler), Texture(image: t2, sampler: sampler)]) | |
230 | 23 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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24 |
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25 var engine = initEngine("Test materials") |
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26 const |
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27 vertexInput = @[ |
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28 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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29 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
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30 ] |
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31 vertexOutput = @[attr[Vec2f]("uvout")] |
230 | 32 uniforms = @[attr[float32]("test2", arrayCount=2)] |
201 | 33 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] |
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34 fragOutput = @[attr[Vec4f]("color")] |
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35 vertexCode = compileGlslShader( |
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36 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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37 inputs=vertexInput, |
201 | 38 uniforms=uniforms, |
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39 samplers=samplers, |
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40 outputs=vertexOutput, |
230 | 41 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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42 ) |
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43 fragmentCode = compileGlslShader( |
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44 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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45 inputs=vertexOutput, |
201 | 46 uniforms=uniforms, |
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47 samplers=samplers, |
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48 outputs=fragOutput, |
201 | 49 main=""" |
230 | 50 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
201 | 51 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; |
52 """ | |
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53 ) |
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54 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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55 engine.addScene(scene, vertexInput) |
201 | 56 var t = cpuTime() |
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57 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
230 | 58 var d = float32(cpuTime() - t) |
59 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
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60 engine.renderScene(scene) |
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61 engine.destroy() |
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62 |
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63 |
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64 when isMainModule: |
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65 main() |