Mercurial > games > semicongine
comparison tests/test_materials.nim @ 332:e4528d97a687
fix: material tests
author | Sam <sam@basx.dev> |
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date | Sun, 03 Sep 2023 17:46:40 +0700 |
parents | b145a05c2459 |
children | 2533f524bdb6 |
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331:05fb85ba97dd | 332:e4528d97a687 |
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1 import std/times | 1 import std/times |
2 import std/tables | 2 import std/tables |
3 | 3 |
4 import semicongine | 4 import semicongine |
5 | 5 |
6 let | |
7 sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) | |
8 (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) | |
9 thai = Image(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("flag.png") | |
17 material = Material(name: "material", textures: { | |
18 "tex1": Texture(image: thai, sampler: sampler), | |
19 "tex2": Texture(image: swiss, sampler: sampler), | |
20 }.toTable) | |
21 | |
6 proc main() = | 22 proc main() = |
7 var flag = rect() | 23 var flag = rect() |
8 flag.materials = @["material2"] | 24 flag.material = material |
9 var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)})) | 25 var scene = Scene(name: "main", meshes: @[flag]) |
10 let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) | |
11 let | |
12 # image from memory | |
13 thai = Image(width: 7, height: 5, imagedata: @[ | |
14 RT, RT, RT, RT, RT, RT, RT, | |
15 WT, WT, WT, WT, WT, WT, WT, | |
16 PT, PT, PT, PT, PT, PT, PT, | |
17 WT, WT, WT, WT, WT, WT, WT, | |
18 RT, RT, RT, RT, RT, RT, RT, | |
19 ]) | |
20 let | |
21 # image from file | |
22 swiss = loadImage("flag.png") | |
23 | |
24 var sampler = DefaultSampler() | |
25 sampler.magnification = VK_FILTER_NEAREST | |
26 sampler.minification = VK_FILTER_NEAREST | |
27 scene.addMaterial(Material(name:"material1", textures: { | |
28 "tex1": Texture(image: swiss, sampler: sampler), | |
29 "tex2": Texture(image: thai, sampler: sampler), | |
30 }.toTable)) | |
31 scene.addMaterial(Material(name:"material2", textures: { | |
32 "tex1": Texture(image: thai, sampler: sampler), | |
33 "tex2": Texture(image: swiss, sampler: sampler), | |
34 }.toTable)) | |
35 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) | 26 scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) |
36 | 27 |
37 var engine = initEngine("Test materials") | 28 var engine = initEngine("Test materials") |
38 | 29 |
39 const | 30 const |
40 vertexInput = @[ | 31 shaderConfiguration1 = createShaderConfiguration( |
41 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 32 inputs=[ |
42 attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true), | 33 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
43 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | 34 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
44 ] | 35 ], |
45 vertexOutput = @[attr[Vec2f]("uvout"), attr[uint16]("materialIndexOut", noInterpolation=true)] | 36 intermediates=[ |
46 uniforms = @[attr[float32]("test2", arrayCount=2)] | 37 attr[Vec2f]("uvout"), |
47 samplers = @[ | 38 ], |
48 attr[Sampler2DType]("tex1", arrayCount=2), | 39 uniforms=[attr[float32]("test2", arrayCount=2)], |
49 attr[Sampler2DType]("tex2", arrayCount=2), | 40 samplers = @[ |
50 ] | 41 attr[Sampler2DType]("tex1", arrayCount=2), |
51 fragOutput = @[attr[Vec4f]("color")] | 42 attr[Sampler2DType]("tex2", arrayCount=2), |
52 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( | 43 ], |
53 inputs=vertexInput, | 44 outputs=[attr[Vec4f]("color")], |
54 intermediate=vertexOutput, | |
55 outputs=fragOutput, | |
56 samplers=samplers, | |
57 uniforms=uniforms, | |
58 vertexCode=""" | 45 vertexCode=""" |
59 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); | 46 gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); |
60 uvout = uv; | 47 uvout = uv;""", |
61 materialIndexOut = materialIndex;""", | |
62 fragmentCode=""" | 48 fragmentCode=""" |
63 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; | 49 float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; |
64 color = texture(tex1[materialIndexOut], uvout) * (1 - d) + texture(tex2[materialIndexOut], uvout) * d; | 50 color = texture(tex1[0], uvout) * (1 - d) + texture(tex2[0], uvout) * d; |
65 """, | 51 """, |
66 ) | 52 ) |
67 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 53 engine.initRenderer({ |
68 engine.addScene(scene, vertexInput, samplers, transformAttribute="") | 54 "material": shaderConfiguration1, |
55 }.toTable) | |
56 engine.addScene(scene) | |
69 var t = cpuTime() | 57 var t = cpuTime() |
70 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 58 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
71 var d = float32(cpuTime() - t) | 59 var d = float32(cpuTime() - t) |
72 setShaderGlobalArray(scene, "test2", @[d, d * 2]) | 60 setShaderGlobalArray(scene, "test2", @[d, d * 2]) |
73 engine.renderScene(scene) | 61 engine.renderScene(scene) |