Mercurial > games > semicongine
annotate tests/test_materials.nim @ 199:da68fe12f600
add: new test file to test to do future test with materials etc.
| author | Sam <sam@basx.dev> | 
|---|---|
| date | Sun, 07 May 2023 17:42:53 +0700 | 
| parents | |
| children | 1ba005328615 | 
| rev | line source | 
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| 199 
da68fe12f600
add: new test file to test to do future test with materials etc.
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changeset | 1 import semicongine | 
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add: new test file to test to do future test with materials etc.
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changeset | 2 | 
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add: new test file to test to do future test with materials etc.
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changeset | 3 proc main() = | 
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changeset | 4 var scene = newScene("main", root=newEntity("rect", rect())) | 
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da68fe12f600
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changeset | 5 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) | 
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da68fe12f600
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changeset | 6 scene.addTexture("my_texture", TextureImage(width: 5, height: 5, imagedata: @[ | 
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changeset | 7 R, R, R, R, R, | 
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changeset | 8 R, R, W, R, R, | 
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add: new test file to test to do future test with materials etc.
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changeset | 9 R, W, W, W, R, | 
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da68fe12f600
add: new test file to test to do future test with materials etc.
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changeset | 10 R, R, W, R, R, | 
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changeset | 11 R, R, R, R, R, | 
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changeset | 12 ])) | 
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changeset | 13 | 
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changeset | 14 var engine = initEngine("Test materials") | 
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changeset | 15 const | 
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changeset | 16 vertexInput = @[ | 
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changeset | 17 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 
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changeset | 18 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | 
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changeset | 19 ] | 
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changeset | 20 vertexOutput = @[attr[Vec2f]("uvout")] | 
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changeset | 21 samplers = @[attr[Sampler2DType]("my_texture")] | 
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changeset | 22 fragOutput = @[attr[Vec4f]("color")] | 
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changeset | 23 vertexCode = compileGlslShader( | 
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changeset | 24 stage=VK_SHADER_STAGE_VERTEX_BIT, | 
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changeset | 25 inputs=vertexInput, | 
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changeset | 26 samplers=samplers, | 
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changeset | 27 outputs=vertexOutput, | 
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changeset | 28 main="""gl_Position = vec4(position, 1.0); uvout = uv;""" | 
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changeset | 29 ) | 
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changeset | 30 fragmentCode = compileGlslShader( | 
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changeset | 31 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | 
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da68fe12f600
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changeset | 32 inputs=vertexOutput, | 
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da68fe12f600
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changeset | 33 samplers=samplers, | 
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changeset | 34 outputs=fragOutput, | 
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changeset | 35 main="color = texture(my_texture, uvout);" | 
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changeset | 36 ) | 
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changeset | 37 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 
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changeset | 38 engine.addScene(scene, vertexInput) | 
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changeset | 39 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 
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changeset | 40 engine.renderScene(scene) | 
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changeset | 41 break | 
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changeset | 42 engine.destroy() | 
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changeset | 43 | 
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changeset | 44 | 
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changeset | 45 when isMainModule: | 
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changeset | 46 main() | 
