Mercurial > games > semicongine
view tests/test_materials.nim @ 322:6dab370d1758
add: first, incomplete version of material use
author | Sam <sam@basx.dev> |
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date | Sat, 19 Aug 2023 01:10:42 +0700 |
parents | b145a05c2459 |
children | e4528d97a687 |
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import std/times import std/tables import semicongine 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 # image from memory thai = Image(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, ]) let # image from file swiss = loadImage("flag.png") var sampler = DefaultSampler() sampler.magnification = VK_FILTER_NEAREST sampler.minification = VK_FILTER_NEAREST scene.addMaterial(Material(name:"material1", textures: { "tex1": Texture(image: swiss, sampler: sampler), "tex2": Texture(image: thai, sampler: sampler), }.toTable)) scene.addMaterial(Material(name:"material2", textures: { "tex1": Texture(image: thai, sampler: sampler), "tex2": Texture(image: swiss, sampler: sampler), }.toTable)) scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) var engine = initEngine("Test materials") const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true), attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), ] vertexOutput = @[attr[Vec2f]("uvout"), attr[uint16]("materialIndexOut", noInterpolation=true)] uniforms = @[attr[float32]("test2", arrayCount=2)] samplers = @[ attr[Sampler2DType]("tex1", arrayCount=2), attr[Sampler2DType]("tex2", arrayCount=2), ] fragOutput = @[attr[Vec4f]("color")] (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( inputs=vertexInput, intermediate=vertexOutput, outputs=fragOutput, samplers=samplers, uniforms=uniforms, 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="") 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()