Mercurial > games > semicongine
view tests/test_materials.nim @ 682:9767dec81193
did: update progress, change roadmap to use glTF instead of OBJ (this seems to be super cool!)
author | Sam <sam@basx.dev> |
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date | Sat, 13 May 2023 19:32:28 +0700 |
parents | d7c61e6580ea |
children | 027f6ff06585 |
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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) let t1 = 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, ]) t2 = 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, ]) scene.addTextures("my_texture", @[t1, t2], interpolation=VK_FILTER_NEAREST) scene.addShaderGlobal("time", 0'f32) 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")] 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;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, samplers=samplers, outputs=fragOutput, 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() when isMainModule: main()