Mercurial > games > semicongine
comparison tests/test_materials.nim @ 332:e4528d97a687
fix: material tests
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sun, 03 Sep 2023 17:46:40 +0700 |
| parents | b145a05c2459 |
| children | 2533f524bdb6 |
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| 331:05fb85ba97dd | 332:e4528d97a687 |
|---|---|
| 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) |
