Mercurial > games > semicongine
changeset 829:0a0402d1d729
fix: first example to work correctly with new material system
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 21 Oct 2023 01:06:51 +0700 |
parents | ad95479c582e |
children | e314407ea9db |
files | tests/test_vulkan_wrapper.nim |
diffstat | 1 files changed, 36 insertions(+), 25 deletions(-) [+] |
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line diff
--- a/tests/test_vulkan_wrapper.nim Sat Oct 21 01:05:34 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Sat Oct 21 01:06:51 2023 +0700 @@ -11,34 +11,34 @@ wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, ) (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) - mat = Material( - name: "mat", - textures: { - "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ + mat = SINGLE_TEXTURE_MATERIAL.initMaterialData( + name="mat", + attributes={ + "texture1": initDataList(@[Texture(image: 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, - ]), sampler: sampler) + ]), sampler: sampler)]) }.toTable ) - mat2 = Material( - name: "mat2", - textures: { - "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ + mat2 = SINGLE_TEXTURE_MATERIAL.initMaterialData( + name="mat2", + attributes={ + "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ R, W, R, W, R, W, R, W, R, W, R, W, R, W, R, W, R, W, R, W, R, W, R, W, R, - ]), sampler: sampler) + ]), sampler: sampler)]) }.toTable ) - mat3 = Material( - name: "mat3", - constants: { - "color": toGPUValue(@[newVec4f(0, 1, 0, 1)]) + mat3 = SINGLE_COLOR_MATERIAL.initMaterialData( + name="mat3", + attributes={ + "color": initDataList(@[newVec4f(0, 1, 0, 1)]) }.toTable ) @@ -46,18 +46,21 @@ @[ newMesh( positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], + uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], material=mat, transform=translate(-0.7, -0.5), ), newMesh( positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], + uvs=[newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], material=mat, transform=translate(0, -0.5), ), newMesh( positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], + uvs=[newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], indices=[[0'u16, 2'u16, 1'u16]], material=mat2, @@ -65,6 +68,7 @@ ), newMesh( positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], + uvs=[newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], indices=[[0'u16, 2'u16, 1'u16]], material=mat2, @@ -72,6 +76,7 @@ ), newMesh( positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], + uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], indices=[[0'u32, 2'u32, 1'u32]], autoResize=false, @@ -80,6 +85,7 @@ ), newMesh( positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], + uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], indices=[[0'u32, 2'u32, 1'u32]], autoResize=false, @@ -93,18 +99,21 @@ newMesh( positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], + uvs=[newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)], material=mat, transform=translate(0.4, 0.4), ), newMesh( positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], + uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], material=mat, transform=translate(0.4, -0.4), ), newMesh( positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], + uvs=[newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)], indices=[[0'u32, 1'u32, 2'u32]], autoResize=false, material=mat, @@ -113,6 +122,7 @@ newMesh( positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], colors=[newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], + uvs=[newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)], indices=[[0'u16, 1'u16, 2'u16]], instanceTransforms=[Unit4F32, Unit4F32], material=mat, @@ -124,9 +134,9 @@ var r = rect(color="ff0000") var t = tri(color="0000ff") var c = circle(color="00ff00") - r.materials = @[mat] - t.materials = @[mat] - c.materials = @[mat] + r.material = mat + t.material = mat + c.material = mat r.transform = translate(newVec3f(0.5, -0.3)) t.transform = translate(newVec3f(0.3, 0.3)) c.transform = translate(newVec3f(-0.3, 0.1)) @@ -136,6 +146,7 @@ @[ newMesh( positions=[newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)], + uvs=[newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)], colors=[newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)], indices=[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], material=mat, @@ -147,8 +158,8 @@ var r1 = rect(color="ffffff") r2 = rect(color="000000") - r1.materials = @[mat] - r2.materials = @[mat3] + r1.material = mat + r2.material = mat3 r1.transform = translate(newVec3f(-0.5)) r2.transform = translate(newVec3f(+0.5)) result = @[r1, r2] @@ -169,10 +180,10 @@ ], outputs=[attr[Vec4f]("color")], samplers=[ - attr[Texture]("my_little_texture") + attr[Texture]("texture1") ], vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", - fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;", + fragmentCode="color = texture(texture1, outcolor.xy) * 0.5 + outcolor * 0.5;", ) shaderConfiguration2 = createShaderConfiguration( inputs=[ @@ -186,9 +197,9 @@ fragmentCode="color = outcolor;", ) engine.initRenderer({ - "mat": shaderConfiguration1, - "mat2": shaderConfiguration1, - "mat3": shaderConfiguration2, + SINGLE_TEXTURE_MATERIAL: shaderConfiguration1, + SINGLE_TEXTURE_MATERIAL: shaderConfiguration1, + SINGLE_COLOR_MATERIAL: shaderConfiguration2, }) # INIT SCENES @@ -201,7 +212,7 @@ ] for scene in scenes.mitems: - engine.addScene(scene) + engine.loadScene(scene) # MAINLOOP echo "Setup successfull, start rendering"