Mercurial > games > semicongine
view tests/test_materials.nim @ 294:f25e9e19b5fa
add: some reminders
author | Sam <sam@basx.dev> |
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date | Sat, 24 Jun 2023 21:04:13 +0700 |
parents | bfcb41211c5b |
children | da0bd61abe91 |
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import std/times import std/tables import semicongine proc main() = var scene = newScene("main", root=newEntity("rect", rect())) let (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) let # image from memory t1 = 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 t2 = loadImage("flag.png") var sampler = DefaultSampler() sampler.magnification = VK_FILTER_NEAREST sampler.minification = VK_FILTER_NEAREST scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t1, sampler: sampler)}.toTable)) scene.addMaterial(Material(name:"my material", textures: {"my_texture": Texture(image: t2, sampler: sampler)}.toTable)) scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) var engine = initEngine("Test materials") const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), ] vertexOutput = @[attr[Vec2f]("uvout")] uniforms = @[attr[float32]("test2", arrayCount=2)] 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.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 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.test2[0]) * 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, 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()