Mercurial > games > semicongine
view tests/test_materials.nim @ 456:083db2d72b6f
did: improve handling of shader compilation
author | Sam <sam@basx.dev> |
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date | Tue, 19 Mar 2024 16:31:47 +0700 |
parents | 91e018270832 |
children | 6406766a222d |
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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", @[0'f32, 0'f32]) var engine = initEngine("Test materials") const shaderConfiguration1 = createShaderConfiguration( inputs = [ attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), attr[Vec2f]("uv", memoryPerformanceHint = PreferFastRead), ], intermediates = [ attr[Vec2f]("uvout"), ], uniforms = [attr[float32]("test2", arrayCount = 2)], samplers = @[ attr[Texture]("tex1", arrayCount = 1), attr[Texture]("tex2", arrayCount = 1), ], outputs = [attr[Vec4f]("color")], vertexCode = """ gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); uvout = uv;""", fragmentCode = """ float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; color = texture(tex1[0], uvout) * (1 - d) + texture(tex2[0], uvout) * d; """, ) engine.initRenderer({ doubleTextureMaterial: shaderConfiguration1, }) engine.loadScene(scene) var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): var d = float32(cpuTime() - t) setShaderGlobalArray(scene, "test2", @[d, d * 2]) engine.renderScene(scene) engine.destroy() when isMainModule: main()