Mercurial > games > semicongine
diff tests/test_materials.nim @ 777:754835bf175e
add: changing rendering system, not finished yet, also upgrading to Nim 2
author | Sam <sam@basx.dev> |
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date | Mon, 07 Aug 2023 00:23:00 +0700 |
parents | 002d9c576756 |
children | e4528d97a687 |
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--- a/tests/test_materials.nim Sun Jul 23 19:53:10 2023 +0700 +++ b/tests/test_materials.nim Mon Aug 07 00:23:00 2023 +0700 @@ -5,6 +5,7 @@ proc main() = var flag = rect() + flag.materials = @["material2"] var scene = newScene("main", root=newEntity("rect", {"mesh": Component(flag)})) let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) let @@ -24,12 +25,12 @@ sampler.magnification = VK_FILTER_NEAREST sampler.minification = VK_FILTER_NEAREST scene.addMaterial(Material(name:"material1", textures: { - "swissflag": Texture(image: swiss, sampler: sampler), - "thaiflag": Texture(image: thai, sampler: sampler), + "tex1": Texture(image: swiss, sampler: sampler), + "tex2": Texture(image: thai, sampler: sampler), }.toTable)) scene.addMaterial(Material(name:"material2", textures: { - "swissflag": Texture(image: thai, sampler: sampler), - "thaiflag": Texture(image: swiss, sampler: sampler), + "tex1": Texture(image: thai, sampler: sampler), + "tex2": Texture(image: swiss, sampler: sampler), }.toTable)) scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) @@ -38,36 +39,33 @@ const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), + attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true), attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), ] - vertexOutput = @[attr[Vec2f]("uvout")] + vertexOutput = @[attr[Vec2f]("uvout"), attr[uint16]("materialIndexOut", noInterpolation=true)] uniforms = @[attr[float32]("test2", arrayCount=2)] samplers = @[ - attr[Sampler2DType]("swissflag", arrayCount=2), - attr[Sampler2DType]("thaiflag", arrayCount=2), + attr[Sampler2DType]("tex1", arrayCount=2), + attr[Sampler2DType]("tex2", arrayCount=2), ] fragOutput = @[attr[Vec4f]("color")] - vertexCode = compileGlslShader( - stage=VK_SHADER_STAGE_VERTEX_BIT, + (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( inputs=vertexInput, - uniforms=uniforms, + intermediate=vertexOutput, + outputs=fragOutput, samplers=samplers, - outputs=vertexOutput, - main="""gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); uvout = uv;""" - ) - fragmentCode = compileGlslShader( - stage=VK_SHADER_STAGE_FRAGMENT_BIT, - inputs=vertexOutput, uniforms=uniforms, - samplers=samplers, - outputs=fragOutput, - main=""" -float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; -color = texture(swissflag[1], uvout) * (1 - d) + texture(thaiflag[1], uvout) * d; -""" + vertexCode=""" + gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); + uvout = uv; + materialIndexOut = materialIndex;""", + fragmentCode=""" + float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; + color = texture(tex1[materialIndexOut], uvout) * (1 - d) + texture(tex2[materialIndexOut], uvout) * d; + """, ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="") + engine.addScene(scene, vertexInput, samplers, transformAttribute="") var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): var d = float32(cpuTime() - t)