Mercurial > games > semicongine
comparison tests/test_materials.nim @ 230:027f6ff06585
add: test mesh
| author | Sam <sam@basx.dev> |
|---|---|
| date | Tue, 16 May 2023 16:08:06 +0700 |
| parents | 744285b47a4d |
| children | 3918e42bf26e |
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| 229:7741bca03e7c | 230:027f6ff06585 |
|---|---|
| 20 PT, PT, PT, PT, PT, PT, PT, | 20 PT, PT, PT, PT, PT, PT, PT, |
| 21 WT, WT, WT, WT, WT, WT, WT, | 21 WT, WT, WT, WT, WT, WT, WT, |
| 22 RT, RT, RT, RT, RT, RT, RT, | 22 RT, RT, RT, RT, RT, RT, RT, |
| 23 ]) | 23 ]) |
| 24 scene.addTextures("my_texture", @[t1, t2], interpolation=VK_FILTER_NEAREST) | 24 scene.addTextures("my_texture", @[t1, t2], interpolation=VK_FILTER_NEAREST) |
| 25 scene.addShaderGlobal("time", 0'f32) | 25 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
| 26 var m: Mesh = Mesh(scene.root.components[0]) | |
| 27 | 26 |
| 28 var engine = initEngine("Test materials") | 27 var engine = initEngine("Test materials") |
| 29 const | 28 const |
| 30 vertexInput = @[ | 29 vertexInput = @[ |
| 31 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 30 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
| 32 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | 31 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
| 33 ] | 32 ] |
| 34 vertexOutput = @[attr[Vec2f]("uvout")] | 33 vertexOutput = @[attr[Vec2f]("uvout")] |
| 35 uniforms = @[attr[float32]("time")] | 34 uniforms = @[attr[float32]("test2", arrayCount=2)] |
| 36 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] | 35 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] |
| 37 fragOutput = @[attr[Vec4f]("color")] | 36 fragOutput = @[attr[Vec4f]("color")] |
| 38 vertexCode = compileGlslShader( | 37 vertexCode = compileGlslShader( |
| 39 stage=VK_SHADER_STAGE_VERTEX_BIT, | 38 stage=VK_SHADER_STAGE_VERTEX_BIT, |
| 40 inputs=vertexInput, | 39 inputs=vertexInput, |
| 41 uniforms=uniforms, | 40 uniforms=uniforms, |
| 42 samplers=samplers, | 41 samplers=samplers, |
| 43 outputs=vertexOutput, | 42 outputs=vertexOutput, |
| 44 main="""gl_Position = vec4(position, 1.0); uvout = uv;""" | 43 main="""gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); uvout = uv;""" |
| 45 ) | 44 ) |
| 46 fragmentCode = compileGlslShader( | 45 fragmentCode = compileGlslShader( |
| 47 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 46 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
| 48 inputs=vertexOutput, | 47 inputs=vertexOutput, |
| 49 uniforms=uniforms, | 48 uniforms=uniforms, |
| 50 samplers=samplers, | 49 samplers=samplers, |
| 51 outputs=fragOutput, | 50 outputs=fragOutput, |
| 52 main=""" | 51 main=""" |
| 53 float d = sin(Uniforms.time * 0.5) * 0.5 + 0.5; | 52 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
| 54 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; | 53 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; |
| 55 """ | 54 """ |
| 56 ) | 55 ) |
| 57 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 56 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
| 58 engine.addScene(scene, vertexInput) | 57 engine.addScene(scene, vertexInput) |
| 59 var t = cpuTime() | 58 var t = cpuTime() |
| 60 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 59 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 61 setShaderGlobal(scene, "time", float32(cpuTime() - t)) | 60 var d = float32(cpuTime() - t) |
| 61 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | |
| 62 engine.renderScene(scene) | 62 engine.renderScene(scene) |
| 63 engine.destroy() | 63 engine.destroy() |
| 64 | 64 |
| 65 | 65 |
| 66 when isMainModule: | 66 when isMainModule: |
