Mercurial > games > semicongine
comparison tests/test_materials.nim @ 201:ab626e67a1ee
add: support for arrays of samplers
author | Sam <sam@basx.dev> |
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date | Mon, 08 May 2023 00:38:05 +0700 |
parents | 1ba005328615 |
children | 744285b47a4d |
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200:1ba005328615 | 201:ab626e67a1ee |
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1 import std/times | |
2 | |
1 import semicongine | 3 import semicongine |
2 | 4 |
3 proc main() = | 5 proc main() = |
4 var scene = newScene("main", root=newEntity("rect", rect())) | 6 var scene = newScene("main", root=newEntity("rect", rect())) |
5 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) | 7 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
6 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) | 8 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) |
7 scene.addTexture("my_texture", TextureImage(width: 13, height: 5, imagedata: @[ | 9 let |
8 R, R, R, R, R, W, RT, RT, RT, RT, RT, RT, RT, | 10 t1 = TextureImage(width: 5, height: 5, imagedata: @[ |
9 R, R, W, R, R, W, WT, WT, WT, WT, WT, WT, WT, | 11 R, R, R, R, R, |
10 R, W, W, W, R, W, PT, PT, PT, PT, PT, PT, PT, | 12 R, R, W, R, R, |
11 R, R, W, R, R, W, WT, WT, WT, WT, WT, WT, WT, | 13 R, W, W, W, R, |
12 R, R, R, R, R, W, RT, RT, RT, RT, RT, RT, RT, | 14 R, R, W, R, R, |
13 ])) | 15 R, R, R, R, R, |
16 ]) | |
17 t2 = TextureImage(width: 7, height: 5, imagedata: @[ | |
18 RT, RT, RT, RT, RT, RT, RT, | |
19 WT, WT, WT, WT, WT, WT, WT, | |
20 PT, PT, PT, PT, PT, PT, PT, | |
21 WT, WT, WT, WT, WT, WT, WT, | |
22 RT, RT, RT, RT, RT, RT, RT, | |
23 ]) | |
24 scene.addTextures("my_texture", @[t1, t2]) | |
25 scene.addShaderGlobal("time", 0'f32) | |
14 var m: Mesh = Mesh(scene.root.components[0]) | 26 var m: Mesh = Mesh(scene.root.components[0]) |
15 | 27 |
16 var engine = initEngine("Test materials") | 28 var engine = initEngine("Test materials") |
17 const | 29 const |
18 vertexInput = @[ | 30 vertexInput = @[ |
19 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 31 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
20 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | 32 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
21 ] | 33 ] |
22 vertexOutput = @[attr[Vec2f]("uvout")] | 34 vertexOutput = @[attr[Vec2f]("uvout")] |
23 samplers = @[attr[Sampler2DType]("my_texture")] | 35 uniforms = @[attr[float32]("time")] |
36 samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] | |
24 fragOutput = @[attr[Vec4f]("color")] | 37 fragOutput = @[attr[Vec4f]("color")] |
25 vertexCode = compileGlslShader( | 38 vertexCode = compileGlslShader( |
26 stage=VK_SHADER_STAGE_VERTEX_BIT, | 39 stage=VK_SHADER_STAGE_VERTEX_BIT, |
27 inputs=vertexInput, | 40 inputs=vertexInput, |
41 uniforms=uniforms, | |
28 samplers=samplers, | 42 samplers=samplers, |
29 outputs=vertexOutput, | 43 outputs=vertexOutput, |
30 main="""gl_Position = vec4(position, 1.0); uvout = uv;""" | 44 main="""gl_Position = vec4(position, 1.0); uvout = uv;""" |
31 ) | 45 ) |
32 fragmentCode = compileGlslShader( | 46 fragmentCode = compileGlslShader( |
33 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 47 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
34 inputs=vertexOutput, | 48 inputs=vertexOutput, |
49 uniforms=uniforms, | |
35 samplers=samplers, | 50 samplers=samplers, |
36 outputs=fragOutput, | 51 outputs=fragOutput, |
37 main="color = texture(my_texture, uvout);" | 52 main=""" |
53 float d = sin(Uniforms.time * 0.5) * 0.5 + 0.5; | |
54 color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; | |
55 """ | |
38 ) | 56 ) |
39 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 57 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
40 engine.addScene(scene, vertexInput) | 58 engine.addScene(scene, vertexInput) |
59 var t = cpuTime() | |
41 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 60 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
61 setShaderGlobal(scene, "time", float32(cpuTime() - t)) | |
42 engine.renderScene(scene) | 62 engine.renderScene(scene) |
43 engine.destroy() | 63 engine.destroy() |
44 | 64 |
45 | 65 |
46 when isMainModule: | 66 when isMainModule: |