comparison old_tests/test_materials.nim @ 1203:6360c8d17ce0 compiletime-tests

did: preprations to add rendering tests
author sam <sam@basx.dev>
date Mon, 15 Jul 2024 20:06:42 +0700
parents tests/test_materials.nim@114f395b9144
children
comparison
equal deleted inserted replaced
1202:a8864fe6fe6e 1203:6360c8d17ce0
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()