Mercurial > games > semicongine
comparison tests/test_materials.nim @ 316:b145a05c2459
add: changing rendering system, not finished yet, also upgrading to Nim 2
author | Sam <sam@basx.dev> |
---|---|
date | Mon, 07 Aug 2023 00:23:00 +0700 |
parents | 4921ec86dcb4 |
children | e4528d97a687 |
comparison
equal
deleted
inserted
replaced
315:4921ec86dcb4 | 316:b145a05c2459 |
---|---|
3 | 3 |
4 import semicongine | 4 import semicongine |
5 | 5 |
6 proc main() = | 6 proc main() = |
7 var flag = rect() | 7 var flag = rect() |
8 flag.materials = @["material2"] | |
8 var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)})) | 9 var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)})) |
9 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) | 10 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) |
10 let | 11 let |
11 # image from memory | 12 # image from memory |
12 thai = Image(width: 7, height: 5, imagedata: @[ | 13 thai = Image(width: 7, height: 5, imagedata: @[ |
22 | 23 |
23 var sampler = DefaultSampler() | 24 var sampler = DefaultSampler() |
24 sampler.magnification = VK_FILTER_NEAREST | 25 sampler.magnification = VK_FILTER_NEAREST |
25 sampler.minification = VK_FILTER_NEAREST | 26 sampler.minification = VK_FILTER_NEAREST |
26 scene.addMaterial(Material(name:"material1", textures: { | 27 scene.addMaterial(Material(name:"material1", textures: { |
27 "swissflag": Texture(image: swiss, sampler: sampler), | 28 "tex1": Texture(image: swiss, sampler: sampler), |
28 "thaiflag": Texture(image: thai, sampler: sampler), | 29 "tex2": Texture(image: thai, sampler: sampler), |
29 }.toTable)) | 30 }.toTable)) |
30 scene.addMaterial(Material(name:"material2", textures: { | 31 scene.addMaterial(Material(name:"material2", textures: { |
31 "swissflag": Texture(image: thai, sampler: sampler), | 32 "tex1": Texture(image: thai, sampler: sampler), |
32 "thaiflag": Texture(image: swiss, sampler: sampler), | 33 "tex2": Texture(image: swiss, sampler: sampler), |
33 }.toTable)) | 34 }.toTable)) |
34 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) | 35 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
35 | 36 |
36 var engine = initEngine("Test materials") | 37 var engine = initEngine("Test materials") |
37 | 38 |
38 const | 39 const |
39 vertexInput = @[ | 40 vertexInput = @[ |
40 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 41 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
42 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true), | |
41 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | 43 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
42 ] | 44 ] |
43 vertexOutput = @[attr[Vec2f]("uvout")] | 45 vertexOutput = @[attr[Vec2f]("uvout"), attr[uint16]("materialIndexOut", noInterpolation=true)] |
44 uniforms = @[attr[float32]("test2", arrayCount=2)] | 46 uniforms = @[attr[float32]("test2", arrayCount=2)] |
45 samplers = @[ | 47 samplers = @[ |
46 attr[Sampler2DType]("swissflag", arrayCount=2), | 48 attr[Sampler2DType]("tex1", arrayCount=2), |
47 attr[Sampler2DType]("thaiflag", arrayCount=2), | 49 attr[Sampler2DType]("tex2", arrayCount=2), |
48 ] | 50 ] |
49 fragOutput = @[attr[Vec4f]("color")] | 51 fragOutput = @[attr[Vec4f]("color")] |
50 vertexCode = compileGlslShader( | 52 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( |
51 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
52 inputs=vertexInput, | 53 inputs=vertexInput, |
54 intermediate=vertexOutput, | |
55 outputs=fragOutput, | |
56 samplers=samplers, | |
53 uniforms=uniforms, | 57 uniforms=uniforms, |
54 samplers=samplers, | 58 vertexCode=""" |
55 outputs=vertexOutput, | 59 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); |
56 main="""gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); uvout = uv;""" | 60 uvout = uv; |
57 ) | 61 materialIndexOut = materialIndex;""", |
58 fragmentCode = compileGlslShader( | 62 fragmentCode=""" |
59 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 63 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
60 inputs=vertexOutput, | 64 color = texture(tex1[materialIndexOut], uvout) * (1 - d) + texture(tex2[materialIndexOut], uvout) * d; |
61 uniforms=uniforms, | 65 """, |
62 samplers=samplers, | |
63 outputs=fragOutput, | |
64 main=""" | |
65 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; | |
66 color = texture(swissflag[1], uvout) * (1 - d) + texture(thaiflag[1], uvout) * d; | |
67 """ | |
68 ) | 66 ) |
69 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 67 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
70 engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="") | 68 engine.addScene(scene, vertexInput, samplers, transformAttribute="") |
71 var t = cpuTime() | 69 var t = cpuTime() |
72 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 70 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
73 var d = float32(cpuTime() - t) | 71 var d = float32(cpuTime() - t) |
74 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | 72 setShaderGlobalArray(scene, "test2", @[d, d * 2]) |
75 engine.renderScene(scene) | 73 engine.renderScene(scene) |