Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 783:893ec0fbfd44
add: first, incomplete version of material use
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 19 Aug 2023 01:10:42 +0700 |
parents | b6950ea89b37 |
children | 9defff46da48 |
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--- a/tests/test_vulkan_wrapper.nim Tue Aug 15 23:51:37 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Sat Aug 19 01:10:42 2023 +0700 @@ -2,37 +2,64 @@ import semicongine + +let sampler = Sampler( + magnification: VK_FILTER_NEAREST, + minification: VK_FILTER_NEAREST, + wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT, + wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, + ) +let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) +let mat = Material( + materialType: "my_material", + textures: { + "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ + R, R, R, R, R, + R, R, W, R, R, + R, W, W, W, R, + R, R, W, R, R, + R, R, R, R, R, + ]), sampler: sampler) + }.toTable + ) + proc scene_different_mesh_types(): Entity = result = newEntity("root", [], newEntity("triangle1", {"mesh": Component(newMesh( positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], + material=mat, ))}), newEntity("triangle1b", {"mesh": Component(newMesh( positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], + material=mat, ))}), newEntity("triangle2a", {"mesh": Component(newMesh( positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], - indices=[[0'u16, 2'u16, 1'u16]] + indices=[[0'u16, 2'u16, 1'u16]], + material=mat, ))}), newEntity("triangle2b", {"mesh": Component(newMesh( positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], - indices=[[0'u16, 2'u16, 1'u16]] + indices=[[0'u16, 2'u16, 1'u16]], + material=mat, ))}), newEntity("triangle3a", {"mesh": Component(newMesh( positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], indices=[[0'u32, 2'u32, 1'u32]], - autoResize=false + autoResize=false, + material=mat, ))}), newEntity("triangle3b", {"mesh": Component(newMesh( positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], indices=[[0'u32, 2'u32, 1'u32]], - autoResize=false + autoResize=false, + material=mat, ))}), ) for mesh in allComponentsOfType[Mesh](result): @@ -42,22 +69,26 @@ var mymesh1 = newMesh( positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], + material=mat, ) var mymesh2 = newMesh( positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], + material=mat, ) var mymesh3 = newMesh( positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], indices=[[0'u32, 1'u32, 2'u32]], - autoResize=false + autoResize=false, + material=mat, ) var mymesh4 = newMesh( positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], colors=[newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], indices=[[0'u16, 1'u16, 2'u16]], - instanceCount=2 + instanceCount=2, + material=mat, ) mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) @@ -69,14 +100,18 @@ var r = rect(color="ff0000") var t = tri(color="0000ff") var c = circle(color="00ff00") + t.material = mat + t.material = mat + c.material = mat r.setInstanceData("translate", @[newVec3f(0.5, -0.3)]) t.setInstanceData("translate", @[newVec3f(0.3, 0.3)]) c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)]) - result = newEntity("root", {"mesh1": Component(t), "mesh1": Component(r), "mesh1": Component(c)}) + result = newEntity("root", {"mesh1": Component(t), "mesh2": Component(r), "mesh3": Component(c)}) proc scene_flag(): Entity = var r = rect(color="ff0000") + r.material = mat r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)]) result = newEntity("root", {"mesh": Component(r)}) @@ -98,35 +133,19 @@ vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""", fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;", ) - var renderPass = engine.gpuDevice.simpleForwardRenderPass(shaderConfiguration) - engine.setRenderer(renderPass) + engine.setRenderer({"my_material": shaderConfiguration}.toTable) # INIT SCENES var scenes = [ - newScene("simple", scene_simple()), - newScene("different mesh types", scene_different_mesh_types()), - newScene("primitives", scene_primitives()), - newScene("flag", scene_flag()), + newScene("simple", scene_simple(), transformAttribute="", materialIndexAttribute=""), + newScene("different mesh types", scene_different_mesh_types(), transformAttribute="", materialIndexAttribute=""), + newScene("primitives", scene_primitives(), transformAttribute="", materialIndexAttribute=""), + newScene("flag", scene_flag(), transformAttribute="", materialIndexAttribute=""), ] - var sampler = DefaultSampler() - sampler.magnification = VK_FILTER_NEAREST - sampler.minification = VK_FILTER_NEAREST + for scene in scenes.mitems: scene.addShaderGlobal("time", 0.0'f32) - let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) - scene.addMaterial(Material( - name: "my_material", - textures: { - "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ - R, R, R, R, R, - R, R, W, R, R, - R, W, W, W, R, - R, R, W, R, R, - R, R, R, R, R, - ]), sampler: sampler) - }.toTable - )) - engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="") + engine.addScene(scene) # MAINLOOP echo "Setup successfull, start rendering"