diff old_tests/test_materials.nim @ 1203:6360c8d17ce0 compiletime-tests

did: preprations to add rendering tests
author sam <sam@basx.dev>
date Mon, 15 Jul 2024 20:06:42 +0700
parents tests/test_materials.nim@114f395b9144
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/old_tests/test_materials.nim	Mon Jul 15 20:06:42 2024 +0700
@@ -0,0 +1,79 @@
+import std/times
+import std/tables
+
+import semicongine
+
+let
+  sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST)
+  (RT, WT, PT) = (ToRGBA("A51931").AsPixel, ToRGBA("F4F5F8").AsPixel, ToRGBA("2D2A4A").AsPixel)
+  thai = Image[RGBAPixel](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,
+    WT, WT, WT, WT, WT, WT, WT,
+    RT, RT, RT, RT, RT, RT, RT,
+  ])
+  swiss = LoadImage[RGBAPixel]("flag.png")
+  doubleTextureMaterial = MaterialType(
+    name: "Double texture",
+    vertexAttributes: {
+      "position": Vec3F32,
+      "uv": Vec2F32,
+    }.toTable,
+    attributes: {"tex1": TextureType, "tex2": TextureType}.toTable
+  )
+  material = InitMaterialData(
+    theType = doubleTextureMaterial,
+    name = "swiss-thai",
+    attributes = {
+      "tex1": InitDataList(@[Texture(colorImage: thai, sampler: sampler, isGrayscale: false)]),
+      "tex2": InitDataList(@[Texture(colorImage: swiss, sampler: sampler, isGrayscale: false)]),
+    }
+  )
+
+proc main() =
+  var flag = Rect()
+  flag.material = material
+  var scene = Scene(name: "main", meshes: @[flag])
+  scene.AddShaderGlobalArray("test2", @[NewVec4f(), NewVec4f()])
+
+  var engine = InitEngine("Test materials")
+
+  const
+    shaderConfiguration1 = CreateShaderConfiguration(
+      name = "shader 1",
+      inputs = [
+        Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
+        Attr[Vec2f]("uv", memoryPerformanceHint = PreferFastRead),
+      ],
+      intermediates = [
+        Attr[Vec2f]("uvout"),
+      ],
+      uniforms = [Attr[Vec4f]("test2", arrayCount = 2)],
+      samplers = @[
+        Attr[Texture]("tex1"),
+        Attr[Texture]("tex2"),
+      ],
+      outputs = [Attr[Vec4f]("color")],
+      vertexCode = """
+      gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1].x) / Uniforms.test2[1].x * 0.5, position.z, 1.0);
+      uvout = uv;""",
+      fragmentCode = """
+      float d = sin(Uniforms.test2[0].x) * 0.5 + 0.5;
+      color = texture(tex1, uvout) * (1 - d) + texture(tex2, uvout) * d;
+      """,
+    )
+  engine.InitRenderer({
+    doubleTextureMaterial: shaderConfiguration1,
+  })
+  engine.LoadScene(scene)
+  var t = cpuTime()
+  while engine.UpdateInputs() and not KeyIsDown(Escape):
+    var d = float32(cpuTime() - t)
+    SetShaderGlobalArray(scene, "test2", @[NewVec4f(d), NewVec4f(d * 2)])
+    engine.RenderScene(scene)
+  engine.Destroy()
+
+
+when isMainModule:
+  main()