annotate tests/test_resources.nim @ 211:744285b47a4d

did: refactor image handling
author Sam <sam@basx.dev>
date Tue, 09 May 2023 19:52:57 +0700
parents 81fab407a479
children b5d9410a8184
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1 import std/times
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2
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3 import semicongine
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4
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5 proc main() =
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6 var scene = newScene("main", root=newEntity("rect", rect()))
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7 var engine = initEngine("Test materials")
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8 const
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9 vertexInput = @[
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10 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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11 ]
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12 fragOutput = @[attr[Vec4f]("color")]
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13 vertexCode = compileGlslShader(
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14 stage=VK_SHADER_STAGE_VERTEX_BIT,
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15 inputs=vertexInput,
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16 main="""gl_Position = vec4(position, 1.0);"""
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17 )
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18 fragmentCode = compileGlslShader(
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19 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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20 outputs=fragOutput,
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21 main="""color = vec4(1, 0, 0, 1);"""
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22 )
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23 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
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24 engine.addScene(scene, vertexInput)
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25 var t = cpuTime()
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26 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
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27 engine.renderScene(scene)
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28 engine.destroy()
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29
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30
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31 when isMainModule:
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32 main()