Mercurial > games > semicongine
annotate tests/test_materials.nim @ 272:bfcb41211c5b
add: final font-rendering, API changes fixed
author | Sam <sam@basx.dev> |
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date | Tue, 30 May 2023 16:59:01 +0700 |
parents | ad078e26a1c7 |
children | da0bd61abe91 |
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 |
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6 proc main() = |
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7 var scene = newScene("main", root=newEntity("rect", rect())) |
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8 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) |
201 | 9 let |
244 | 10 # image from memory |
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11 t1 = Image(width: 7, height: 5, imagedata: @[ |
201 | 12 RT, RT, RT, RT, RT, RT, RT, |
13 WT, WT, WT, WT, WT, WT, WT, | |
14 PT, PT, PT, PT, PT, PT, PT, | |
15 WT, WT, WT, WT, WT, WT, WT, | |
16 RT, RT, RT, RT, RT, RT, RT, | |
17 ]) | |
253 | 18 let |
244 | 19 # image from file |
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20 t2 = loadImage("flag.png") |
253 | 21 |
244 | 22 var sampler = DefaultSampler() |
23 sampler.magnification = VK_FILTER_NEAREST | |
24 sampler.minification = VK_FILTER_NEAREST | |
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25 scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t1, sampler: sampler)}.toTable)) |
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26 scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t2, sampler: sampler)}.toTable)) |
230 | 27 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
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28 |
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29 var engine = initEngine("Test materials") |
253 | 30 |
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31 const |
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32 vertexInput = @[ |
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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 vertexOutput = @[attr[Vec2f]("uvout")] |
230 | 37 uniforms = @[attr[float32]("test2", arrayCount=2)] |
201 | 38 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] |
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39 fragOutput = @[attr[Vec4f]("color")] |
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40 vertexCode = compileGlslShader( |
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41 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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42 inputs=vertexInput, |
201 | 43 uniforms=uniforms, |
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44 samplers=samplers, |
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45 outputs=vertexOutput, |
230 | 46 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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47 ) |
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48 fragmentCode = compileGlslShader( |
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49 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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50 inputs=vertexOutput, |
201 | 51 uniforms=uniforms, |
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52 samplers=samplers, |
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53 outputs=fragOutput, |
201 | 54 main=""" |
230 | 55 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
201 | 56 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; |
57 """ | |
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58 ) |
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59 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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60 engine.addScene(scene, vertexInput, samplers, transformAttribute="") |
201 | 61 var t = cpuTime() |
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62 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
230 | 63 var d = float32(cpuTime() - t) |
64 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
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65 engine.renderScene(scene) |
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66 engine.destroy() |
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67 |
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68 |
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69 when isMainModule: |
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70 main() |