Mercurial > games > semicongine
comparison tests/test_materials.nim @ 1137:a4aa9f374d44
did: more renaming
| author | sam <sam@basx.dev> | 
|---|---|
| date | Tue, 04 Jun 2024 20:51:22 +0700 | 
| parents | 71315636ba82 | 
| children | 02e1d2658ff5 | 
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| 1136:71315636ba82 | 1137:a4aa9f374d44 | 
|---|---|
| 3 | 3 | 
| 4 import semicongine | 4 import semicongine | 
| 5 | 5 | 
| 6 let | 6 let | 
| 7 sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) | 7 sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) | 
| 8 (RT, WT, PT) = (toRGBA("A51931").asPixel, toRGBA("F4F5F8").asPixel, toRGBA("2D2A4A").asPixel) | 8 (RT, WT, PT) = (ToRGBA("A51931").AsPixel, ToRGBA("F4F5F8").AsPixel, ToRGBA("2D2A4A").AsPixel) | 
| 9 thai = Image[RGBAPixel](width: 7, height: 5, imagedata: @[ | 9 thai = Image[RGBAPixel](width: 7, height: 5, imagedata: @[ | 
| 10 RT, RT, RT, RT, RT, RT, RT, | 10 RT, RT, RT, RT, RT, RT, RT, | 
| 11 WT, WT, WT, WT, WT, WT, WT, | 11 WT, WT, WT, WT, WT, WT, WT, | 
| 12 PT, PT, PT, PT, PT, PT, PT, | 12 PT, PT, PT, PT, PT, PT, PT, | 
| 13 WT, WT, WT, WT, WT, WT, WT, | 13 WT, WT, WT, WT, WT, WT, WT, | 
| 24 ) | 24 ) | 
| 25 material = initMaterialData( | 25 material = initMaterialData( | 
| 26 theType = doubleTextureMaterial, | 26 theType = doubleTextureMaterial, | 
| 27 name = "swiss-thai", | 27 name = "swiss-thai", | 
| 28 attributes = { | 28 attributes = { | 
| 29 "tex1": initDataList(@[Texture(colorImage: thai, sampler: sampler, isGrayscale: false)]), | 29 "tex1": InitDataList(@[Texture(colorImage: thai, sampler: sampler, isGrayscale: false)]), | 
| 30 "tex2": initDataList(@[Texture(colorImage: swiss, sampler: sampler, isGrayscale: false)]), | 30 "tex2": InitDataList(@[Texture(colorImage: swiss, sampler: sampler, isGrayscale: false)]), | 
| 31 } | 31 } | 
| 32 ) | 32 ) | 
| 33 | 33 | 
| 34 proc main() = | 34 proc main() = | 
| 35 var flag = rect() | 35 var flag = rect() | 
| 41 | 41 | 
| 42 const | 42 const | 
| 43 shaderConfiguration1 = createShaderConfiguration( | 43 shaderConfiguration1 = createShaderConfiguration( | 
| 44 name = "shader 1", | 44 name = "shader 1", | 
| 45 inputs = [ | 45 inputs = [ | 
| 46 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | 46 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | 
| 47 attr[Vec2f]("uv", memoryPerformanceHint = PreferFastRead), | 47 Attr[Vec2f]("uv", memoryPerformanceHint = PreferFastRead), | 
| 48 ], | 48 ], | 
| 49 intermediates = [ | 49 intermediates = [ | 
| 50 attr[Vec2f]("uvout"), | 50 Attr[Vec2f]("uvout"), | 
| 51 ], | 51 ], | 
| 52 uniforms = [attr[Vec4f]("test2", arrayCount = 2)], | 52 uniforms = [Attr[Vec4f]("test2", arrayCount = 2)], | 
| 53 samplers = @[ | 53 samplers = @[ | 
| 54 attr[Texture]("tex1"), | 54 Attr[Texture]("tex1"), | 
| 55 attr[Texture]("tex2"), | 55 Attr[Texture]("tex2"), | 
| 56 ], | 56 ], | 
| 57 outputs = [attr[Vec4f]("color")], | 57 outputs = [Attr[Vec4f]("color")], | 
| 58 vertexCode = """ | 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); | 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;""", | 60 uvout = uv;""", | 
| 61 fragmentCode = """ | 61 fragmentCode = """ | 
| 62 float d = sin(Uniforms.test2[0].x) * 0.5 + 0.5; | 62 float d = sin(Uniforms.test2[0].x) * 0.5 + 0.5; | 
