Mercurial > games > semicongine
view tests/test_materials.nim @ 1137:a4aa9f374d44
did: more renaming
author | sam <sam@basx.dev> |
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date | Tue, 04 Jun 2024 20:51:22 +0700 |
parents | 71315636ba82 |
children | 02e1d2658ff5 |
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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", @[NewVec4f(), NewVec4f()]) var engine = initEngine("Test materials") const shaderConfiguration1 = createShaderConfiguration( name = "shader 1", inputs = [ Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), Attr[Vec2f]("uv", memoryPerformanceHint = PreferFastRead), ], intermediates = [ Attr[Vec2f]("uvout"), ], uniforms = [Attr[Vec4f]("test2", arrayCount = 2)], samplers = @[ Attr[Texture]("tex1"), Attr[Texture]("tex2"), ], outputs = [Attr[Vec4f]("color")], vertexCode = """ gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1].x) / Uniforms.test2[1].x * 0.5, position.z, 1.0); uvout = uv;""", fragmentCode = """ float d = sin(Uniforms.test2[0].x) * 0.5 + 0.5; color = texture(tex1, uvout) * (1 - d) + texture(tex2, uvout) * d; """, ) engine.initRenderer({ doubleTextureMaterial: shaderConfiguration1, }) engine.loadScene(scene) var t = cpuTime() while engine.UpdateInputs() and not KeyIsDown(Escape): var d = float32(cpuTime() - t) setShaderGlobalArray(scene, "test2", @[NewVec4f(d), NewVec4f(d * 2)]) engine.renderScene(scene) engine.destroy() when isMainModule: main()