Mercurial > games > semicongine
diff tests/test_materials.nim @ 201:ab626e67a1ee
add: support for arrays of samplers
author | Sam <sam@basx.dev> |
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date | Mon, 08 May 2023 00:38:05 +0700 |
parents | 1ba005328615 |
children | 744285b47a4d |
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--- a/tests/test_materials.nim Sun May 07 18:13:39 2023 +0700 +++ b/tests/test_materials.nim Mon May 08 00:38:05 2023 +0700 @@ -1,16 +1,28 @@ +import std/times + import semicongine proc main() = var scene = newScene("main", root=newEntity("rect", rect())) let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) - scene.addTexture("my_texture", TextureImage(width: 13, height: 5, imagedata: @[ - R, R, R, R, R, W, RT, RT, RT, RT, RT, RT, RT, - R, R, W, R, R, W, WT, WT, WT, WT, WT, WT, WT, - R, W, W, W, R, W, PT, PT, PT, PT, PT, PT, PT, - R, R, W, R, R, W, WT, WT, WT, WT, WT, WT, WT, - R, R, R, R, R, W, RT, RT, RT, RT, RT, RT, RT, - ])) + let + t1 = TextureImage(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, + ]) + t2 = TextureImage(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, + ]) + scene.addTextures("my_texture", @[t1, t2]) + scene.addShaderGlobal("time", 0'f32) var m: Mesh = Mesh(scene.root.components[0]) var engine = initEngine("Test materials") @@ -20,11 +32,13 @@ attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), ] vertexOutput = @[attr[Vec2f]("uvout")] - samplers = @[attr[Sampler2DType]("my_texture")] + uniforms = @[attr[float32]("time")] + samplers = @[attr[Sampler2DType]("my_texture", arrayCount=2)] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, + uniforms=uniforms, samplers=samplers, outputs=vertexOutput, main="""gl_Position = vec4(position, 1.0); uvout = uv;""" @@ -32,13 +46,19 @@ fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, + uniforms=uniforms, samplers=samplers, outputs=fragOutput, - main="color = texture(my_texture, uvout);" + main=""" +float d = sin(Uniforms.time * 0.5) * 0.5 + 0.5; +color = texture(my_texture[0], uvout) * (1 - d) + texture(my_texture[1], uvout) * d; +""" ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) engine.addScene(scene, vertexInput) + var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): + setShaderGlobal(scene, "time", float32(cpuTime() - t)) engine.renderScene(scene) engine.destroy()