Mercurial > games > semicongine
diff tests/test_materials.nim @ 776:002d9c576756
did: preparations to refactor material system, still tons to do
author | Sam <sam@basx.dev> |
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date | Sun, 23 Jul 2023 19:53:10 +0700 |
parents | a4c757f5d17f |
children | b145a05c2459 |
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--- a/tests/test_materials.nim Sun Jul 09 17:40:46 2023 +0700 +++ b/tests/test_materials.nim Sun Jul 23 19:53:10 2023 +0700 @@ -4,11 +4,12 @@ import semicongine proc main() = - var scene = newScene("main", root=newEntity("rect", {"mesh": Component(rect())})) + var flag = rect() + var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)})) let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) let # image from memory - t1 = Image(width: 7, height: 5, imagedata: @[ + thai = Image(width: 7, height: 5, imagedata: @[ RT, RT, RT, RT, RT, RT, RT, WT, WT, WT, WT, WT, WT, WT, PT, PT, PT, PT, PT, PT, PT, @@ -17,13 +18,19 @@ ]) let # image from file - t2 = loadImage("flag.png") + swiss = loadImage("flag.png") var sampler = DefaultSampler() sampler.magnification = VK_FILTER_NEAREST sampler.minification = VK_FILTER_NEAREST - scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t1, sampler: sampler)}.toTable)) - scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t2, sampler: sampler)}.toTable)) + scene.addMaterial(Material(name:"material1", textures: { + "swissflag": Texture(image: swiss, sampler: sampler), + "thaiflag": Texture(image: thai, sampler: sampler), + }.toTable)) + scene.addMaterial(Material(name:"material2", textures: { + "swissflag": Texture(image: thai, sampler: sampler), + "thaiflag": Texture(image: swiss, sampler: sampler), + }.toTable)) scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) var engine = initEngine("Test materials") @@ -35,7 +42,10 @@ ] vertexOutput = @[attr[Vec2f]("uvout")] uniforms = @[attr[float32]("test2", arrayCount=2)] - samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] + samplers = @[ + attr[Sampler2DType]("swissflag", arrayCount=2), + attr[Sampler2DType]("thaiflag", arrayCount=2), + ] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, @@ -53,11 +63,11 @@ outputs=fragOutput, main=""" float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; -color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; +color = texture(swissflag[1], uvout) * (1 - d) + texture(thaiflag[1], uvout) * d; """ ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - engine.addScene(scene, vertexInput, samplers, transformAttribute="") + engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="") var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): var d = float32(cpuTime() - t)