Mercurial > games > semicongine
comparison tests/test_vulkan_wrapper.nim @ 785:1880ab140165
add: first complete working version of multiple materials and shaders per scene, yipie :)
author | Sam <sam@basx.dev> |
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date | Sat, 19 Aug 2023 23:30:25 +0700 |
parents | fa39e67dded7 |
children | 0c3f4f6f1aa2 |
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784:fa39e67dded7 | 785:1880ab140165 |
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39 ) | 39 ) |
40 mat3 = Material( | 40 mat3 = Material( |
41 name: "mat3", | 41 name: "mat3", |
42 materialType: "my_special_material", | 42 materialType: "my_special_material", |
43 constants: { | 43 constants: { |
44 "colors": toGPUValue(newVec4f(0.5, 0.5, 0)) | 44 "color": toGPUValue(newVec4f(0.5, 0.5, 0)) |
45 }.toTable | 45 }.toTable |
46 ) | 46 ) |
47 | 47 |
48 proc scene_different_mesh_types(): Entity = | 48 proc scene_different_mesh_types(): Entity = |
49 result = newEntity("root", [], | 49 result = newEntity("root", [], |
153 proc main() = | 153 proc main() = |
154 var engine = initEngine("Test") | 154 var engine = initEngine("Test") |
155 | 155 |
156 # INIT RENDERER: | 156 # INIT RENDERER: |
157 const | 157 const |
158 shaderConfiguration = createShaderConfiguration( | 158 shaderConfiguration1 = createShaderConfiguration( |
159 inputs=[ | 159 inputs=[ |
160 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 160 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
161 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), | 161 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
162 attr[Vec3f]("translate", perInstance=true), | 162 attr[Vec3f]("translate", perInstance=true), |
163 attr[uint16]("materialIndex", perInstance=true), | 163 attr[uint16]("materialIndex", perInstance=true), |
172 attr[Sampler2DType]("my_little_texture", arrayCount=2) | 172 attr[Sampler2DType]("my_little_texture", arrayCount=2) |
173 ], | 173 ], |
174 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color; materialIndexOut = materialIndex;""", | 174 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color; materialIndexOut = materialIndex;""", |
175 fragmentCode="color = texture(my_little_texture[materialIndexOut], outcolor.xy) * 0.5 + outcolor * 0.5;", | 175 fragmentCode="color = texture(my_little_texture[materialIndexOut], outcolor.xy) * 0.5 + outcolor * 0.5;", |
176 ) | 176 ) |
177 shaderConfiguration2 = createShaderConfiguration( | |
178 inputs=[ | |
179 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | |
180 attr[Vec3f]("translate", perInstance=true), | |
181 ], | |
182 intermediates=[attr[Vec4f]("outcolor")], | |
183 outputs=[attr[Vec4f]("color")], | |
184 uniforms=[attr[Vec4f]("color")], | |
185 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = Uniforms.color;""", | |
186 fragmentCode="color = outcolor;", | |
187 ) | |
177 engine.initRenderer({ | 188 engine.initRenderer({ |
178 "my_material": shaderConfiguration, | 189 "my_material": shaderConfiguration1, |
179 "my_special_material": shaderConfiguration, | 190 "my_special_material": shaderConfiguration2, |
180 }.toTable) | 191 }.toTable) |
181 | 192 |
182 # INIT SCENES | 193 # INIT SCENES |
183 var scenes = [ | 194 var scenes = [ |
184 newScene("simple", scene_simple(), transformAttribute=""), | 195 newScene("simple", scene_simple(), transformAttribute=""), |