Mercurial > games > semicongine
annotate tests/test_materials.nim @ 660:c6414ade79f0
add: new test file to test to do future test with materials etc.
author | Sam <sam@basx.dev> |
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date | Sun, 07 May 2023 17:42:53 +0700 |
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children | 1ba005328615 |
rev | line source |
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660
c6414ade79f0
add: new test file to test to do future test with materials etc.
Sam <sam@basx.dev>
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1 import semicongine |
c6414ade79f0
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2 |
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3 proc main() = |
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4 var scene = newScene("main", root=newEntity("rect", rect())) |
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5 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
c6414ade79f0
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6 scene.addTexture("my_texture", TextureImage(width: 5, height: 5, imagedata: @[ |
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7 R, R, R, R, R, |
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8 R, R, W, R, R, |
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9 R, W, W, W, R, |
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10 R, R, W, R, R, |
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11 R, R, R, R, R, |
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12 ])) |
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13 |
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14 var engine = initEngine("Test materials") |
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15 const |
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16 vertexInput = @[ |
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17 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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18 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), |
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19 ] |
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20 vertexOutput = @[attr[Vec2f]("uvout")] |
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21 samplers = @[attr[Sampler2DType]("my_texture")] |
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22 fragOutput = @[attr[Vec4f]("color")] |
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23 vertexCode = compileGlslShader( |
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24 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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25 inputs=vertexInput, |
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26 samplers=samplers, |
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27 outputs=vertexOutput, |
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28 main="""gl_Position = vec4(position, 1.0); uvout = uv;""" |
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29 ) |
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30 fragmentCode = compileGlslShader( |
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31 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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32 inputs=vertexOutput, |
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33 samplers=samplers, |
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34 outputs=fragOutput, |
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35 main="color = texture(my_texture, uvout);" |
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36 ) |
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37 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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38 engine.addScene(scene, vertexInput) |
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39 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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40 engine.renderScene(scene) |
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41 break |
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42 engine.destroy() |
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43 |
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44 |
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45 when isMainModule: |
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46 main() |