Mercurial > games > semicongine
view tests/test_materials.nim @ 200:1ba005328615
add: few improvments for working with textures
author | Sam <sam@basx.dev> |
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date | Sun, 07 May 2023 18:13:39 +0700 |
parents | da68fe12f600 |
children | ab626e67a1ee |
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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, ])) var m: Mesh = Mesh(scene.root.components[0]) var engine = initEngine("Test materials") const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), ] vertexOutput = @[attr[Vec2f]("uvout")] samplers = @[attr[Sampler2DType]("my_texture")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, samplers=samplers, outputs=vertexOutput, main="""gl_Position = vec4(position, 1.0); uvout = uv;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, samplers=samplers, outputs=fragOutput, main="color = texture(my_texture, uvout);" ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) engine.addScene(scene, vertexInput) while engine.updateInputs() == Running and not engine.keyIsDown(Escape): engine.renderScene(scene) engine.destroy() when isMainModule: main()