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> |
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date | Sun, 23 Jul 2023 19:59:47 +0700 |
parents | da0bd61abe91 |
children | b145a05c2459 |
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314:325823d1b61e | 315:4921ec86dcb4 |
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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) |