Mercurial > games > semicongine
comparison tests/test_materials.nim @ 315:4921ec86dcb4
did: preparations to refactor material system, still tons to do
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sun, 23 Jul 2023 19:59:47 +0700 |
| parents | da0bd61abe91 |
| children | b145a05c2459 |
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| 314:325823d1b61e | 315:4921ec86dcb4 |
|---|---|
| 2 import std/tables | 2 import std/tables |
| 3 | 3 |
| 4 import semicongine | 4 import semicongine |
| 5 | 5 |
| 6 proc main() = | 6 proc main() = |
| 7 var scene = newScene("main", root=newEntity("rect", {"mesh": Component(rect())})) | 7 var flag = rect() |
| 8 var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)})) | |
| 8 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) | 9 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) |
| 9 let | 10 let |
| 10 # image from memory | 11 # image from memory |
| 11 t1 = Image(width: 7, height: 5, imagedata: @[ | 12 thai = Image(width: 7, height: 5, imagedata: @[ |
| 12 RT, RT, RT, RT, RT, RT, RT, | 13 RT, RT, RT, RT, RT, RT, RT, |
| 13 WT, WT, WT, WT, WT, WT, WT, | 14 WT, WT, WT, WT, WT, WT, WT, |
| 14 PT, PT, PT, PT, PT, PT, PT, | 15 PT, PT, PT, PT, PT, PT, PT, |
| 15 WT, WT, WT, WT, WT, WT, WT, | 16 WT, WT, WT, WT, WT, WT, WT, |
| 16 RT, RT, RT, RT, RT, RT, RT, | 17 RT, RT, RT, RT, RT, RT, RT, |
| 17 ]) | 18 ]) |
| 18 let | 19 let |
| 19 # image from file | 20 # image from file |
| 20 t2 = loadImage("flag.png") | 21 swiss = loadImage("flag.png") |
| 21 | 22 |
| 22 var sampler = DefaultSampler() | 23 var sampler = DefaultSampler() |
| 23 sampler.magnification = VK_FILTER_NEAREST | 24 sampler.magnification = VK_FILTER_NEAREST |
| 24 sampler.minification = VK_FILTER_NEAREST | 25 sampler.minification = VK_FILTER_NEAREST |
| 25 scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t1, sampler: sampler)}.toTable)) | 26 scene.addMaterial(Material(name:"material1", textures: { |
| 26 scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t2, sampler: sampler)}.toTable)) | 27 "swissflag": Texture(image: swiss, sampler: sampler), |
| 28 "thaiflag": Texture(image: thai, sampler: sampler), | |
| 29 }.toTable)) | |
| 30 scene.addMaterial(Material(name:"material2", textures: { | |
| 31 "swissflag": Texture(image: thai, sampler: sampler), | |
| 32 "thaiflag": Texture(image: swiss, sampler: sampler), | |
| 33 }.toTable)) | |
| 27 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) | 34 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
| 28 | 35 |
| 29 var engine = initEngine("Test materials") | 36 var engine = initEngine("Test materials") |
| 30 | 37 |
| 31 const | 38 const |
| 33 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 40 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
| 34 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | 41 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
| 35 ] | 42 ] |
| 36 vertexOutput = @[attr[Vec2f]("uvout")] | 43 vertexOutput = @[attr[Vec2f]("uvout")] |
| 37 uniforms = @[attr[float32]("test2", arrayCount=2)] | 44 uniforms = @[attr[float32]("test2", arrayCount=2)] |
| 38 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] | 45 samplers = @[ |
| 46 attr[Sampler2DType]("swissflag", arrayCount=2), | |
| 47 attr[Sampler2DType]("thaiflag", arrayCount=2), | |
| 48 ] | |
| 39 fragOutput = @[attr[Vec4f]("color")] | 49 fragOutput = @[attr[Vec4f]("color")] |
| 40 vertexCode = compileGlslShader( | 50 vertexCode = compileGlslShader( |
| 41 stage=VK_SHADER_STAGE_VERTEX_BIT, | 51 stage=VK_SHADER_STAGE_VERTEX_BIT, |
| 42 inputs=vertexInput, | 52 inputs=vertexInput, |
| 43 uniforms=uniforms, | 53 uniforms=uniforms, |
| 51 uniforms=uniforms, | 61 uniforms=uniforms, |
| 52 samplers=samplers, | 62 samplers=samplers, |
| 53 outputs=fragOutput, | 63 outputs=fragOutput, |
| 54 main=""" | 64 main=""" |
| 55 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; | 65 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
| 56 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; | 66 color = texture(swissflag[1], uvout) * (1 - d) + texture(thaiflag[1], uvout) * d; |
| 57 """ | 67 """ |
| 58 ) | 68 ) |
| 59 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 69 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
| 60 engine.addScene(scene, vertexInput, samplers, transformAttribute="") | 70 engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="") |
| 61 var t = cpuTime() | 71 var t = cpuTime() |
| 62 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 72 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
| 63 var d = float32(cpuTime() - t) | 73 var d = float32(cpuTime() - t) |
| 64 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | 74 setShaderGlobalArray(scene, "test2", @[d, d * 2]) |
| 65 engine.renderScene(scene) | 75 engine.renderScene(scene) |
