Mercurial > games > semicongine
comparison old_tests/test_materials.nim @ 1227:4d97cfc4888b
merge
author | sam <sam@basx.dev> |
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date | Wed, 17 Jul 2024 23:45:43 +0700 |
parents | 6360c8d17ce0 |
children |
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1170:2addc5f6804f | 1227:4d97cfc4888b |
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1 import std/times | |
2 import std/tables | |
3 | |
4 import semicongine | |
5 | |
6 let | |
7 sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) | |
8 (RT, WT, PT) = (ToRGBA("A51931").AsPixel, ToRGBA("F4F5F8").AsPixel, ToRGBA("2D2A4A").AsPixel) | |
9 thai = Image[RGBAPixel](width: 7, height: 5, imagedata: @[ | |
10 RT, RT, RT, RT, RT, RT, RT, | |
11 WT, WT, WT, WT, WT, WT, WT, | |
12 PT, PT, PT, PT, PT, PT, PT, | |
13 WT, WT, WT, WT, WT, WT, WT, | |
14 RT, RT, RT, RT, RT, RT, RT, | |
15 ]) | |
16 swiss = LoadImage[RGBAPixel]("flag.png") | |
17 doubleTextureMaterial = MaterialType( | |
18 name: "Double texture", | |
19 vertexAttributes: { | |
20 "position": Vec3F32, | |
21 "uv": Vec2F32, | |
22 }.toTable, | |
23 attributes: {"tex1": TextureType, "tex2": TextureType}.toTable | |
24 ) | |
25 material = InitMaterialData( | |
26 theType = doubleTextureMaterial, | |
27 name = "swiss-thai", | |
28 attributes = { | |
29 "tex1": InitDataList(@[Texture(colorImage: thai, sampler: sampler, isGrayscale: false)]), | |
30 "tex2": InitDataList(@[Texture(colorImage: swiss, sampler: sampler, isGrayscale: false)]), | |
31 } | |
32 ) | |
33 | |
34 proc main() = | |
35 var flag = Rect() | |
36 flag.material = material | |
37 var scene = Scene(name: "main", meshes: @[flag]) | |
38 scene.AddShaderGlobalArray("test2", @[NewVec4f(), NewVec4f()]) | |
39 | |
40 var engine = InitEngine("Test materials") | |
41 | |
42 const | |
43 shaderConfiguration1 = CreateShaderConfiguration( | |
44 name = "shader 1", | |
45 inputs = [ | |
46 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
47 Attr[Vec2f]("uv", memoryPerformanceHint = PreferFastRead), | |
48 ], | |
49 intermediates = [ | |
50 Attr[Vec2f]("uvout"), | |
51 ], | |
52 uniforms = [Attr[Vec4f]("test2", arrayCount = 2)], | |
53 samplers = @[ | |
54 Attr[Texture]("tex1"), | |
55 Attr[Texture]("tex2"), | |
56 ], | |
57 outputs = [Attr[Vec4f]("color")], | |
58 vertexCode = """ | |
59 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1].x) / Uniforms.test2[1].x * 0.5, position.z, 1.0); | |
60 uvout = uv;""", | |
61 fragmentCode = """ | |
62 float d = sin(Uniforms.test2[0].x) * 0.5 + 0.5; | |
63 color = texture(tex1, uvout) * (1 - d) + texture(tex2, uvout) * d; | |
64 """, | |
65 ) | |
66 engine.InitRenderer({ | |
67 doubleTextureMaterial: shaderConfiguration1, | |
68 }) | |
69 engine.LoadScene(scene) | |
70 var t = cpuTime() | |
71 while engine.UpdateInputs() and not KeyIsDown(Escape): | |
72 var d = float32(cpuTime() - t) | |
73 SetShaderGlobalArray(scene, "test2", @[NewVec4f(d), NewVec4f(d * 2)]) | |
74 engine.RenderScene(scene) | |
75 engine.Destroy() | |
76 | |
77 | |
78 when isMainModule: | |
79 main() |