Mercurial > games > semicongine
changeset 332:e4528d97a687
fix: material tests
author | Sam <sam@basx.dev> |
---|---|
date | Sun, 03 Sep 2023 17:46:40 +0700 |
parents | 05fb85ba97dd |
children | 27aaf43e18b4 |
files | src/semicongine/core/imagetypes.nim tests/test_materials.nim |
diffstat | 2 files changed, 43 insertions(+), 60 deletions(-) [+] |
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--- a/src/semicongine/core/imagetypes.nim Sun Sep 03 17:34:29 2023 +0700 +++ b/src/semicongine/core/imagetypes.nim Sun Sep 03 17:46:40 2023 +0700 @@ -7,21 +7,16 @@ height*: int imagedata*: seq[Pixel] Sampler* = object - magnification*: VkFilter - minification*: VkFilter - wrapModeS*: VkSamplerAddressMode - wrapModeT*: VkSamplerAddressMode + magnification*: VkFilter = VK_FILTER_LINEAR + minification*: VkFilter = VK_FILTER_LINEAR + wrapModeS*: VkSamplerAddressMode = VK_SAMPLER_ADDRESS_MODE_REPEAT + wrapModeT*: VkSamplerAddressMode = VK_SAMPLER_ADDRESS_MODE_REPEAT Image* = ref ImageObject Texture* = object name*: string image*: Image - sampler*: Sampler = Sampler( - magnification: VK_FILTER_LINEAR, - minification: VK_FILTER_LINEAR, - wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT, - wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, - ) + sampler*: Sampler proc `[]`*(image: Image, x, y: int): Pixel = assert x < image.width
--- a/tests/test_materials.nim Sun Sep 03 17:34:29 2023 +0700 +++ b/tests/test_materials.nim Sun Sep 03 17:46:40 2023 +0700 @@ -3,69 +3,57 @@ import semicongine +let + sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) + (RT, WT, PT) = (hexToColorAlpha("A51931").asPixel, hexToColorAlpha("F4F5F8").asPixel, hexToColorAlpha("2D2A4A").asPixel) + 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, + ]) + swiss = loadImage("flag.png") + material = Material(name: "material", textures: { + "tex1": Texture(image: thai, sampler: sampler), + "tex2": Texture(image: swiss, sampler: sampler), + }.toTable) + 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)) + flag.material = material + var scene = Scene(name: "main", meshes: @[flag]) 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, + shaderConfiguration1 = createShaderConfiguration( + inputs=[ + attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), + attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), + ], + intermediates=[ + attr[Vec2f]("uvout"), + ], + uniforms=[attr[float32]("test2", arrayCount=2)], + samplers = @[ + attr[Sampler2DType]("tex1", arrayCount=2), + attr[Sampler2DType]("tex2", arrayCount=2), + ], + outputs=[attr[Vec4f]("color")], 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;""", + uvout = uv;""", fragmentCode=""" float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; - color = texture(tex1[materialIndexOut], uvout) * (1 - d) + texture(tex2[materialIndexOut], uvout) * d; + color = texture(tex1[0], uvout) * (1 - d) + texture(tex2[0], uvout) * d; """, ) - engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - engine.addScene(scene, vertexInput, samplers, transformAttribute="") + engine.initRenderer({ + "material": shaderConfiguration1, + }.toTable) + engine.addScene(scene) var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): var d = float32(cpuTime() - t)