Mercurial > games > semicongine
comparison tests/test_vulkan_wrapper.nim @ 1138:02e1d2658ff5
did: more renaming
| author | sam <sam@basx.dev> |
|---|---|
| date | Tue, 04 Jun 2024 22:08:48 +0700 |
| parents | a4aa9f374d44 |
| children | 114f395b9144 |
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| 1137:a4aa9f374d44 | 1138:02e1d2658ff5 |
|---|---|
| 181 r1.transform = Translate(NewVec3f(-0.5)) | 181 r1.transform = Translate(NewVec3f(-0.5)) |
| 182 r2.transform = Translate(NewVec3f(+0.5)) | 182 r2.transform = Translate(NewVec3f(+0.5)) |
| 183 result = @[r1, r2] | 183 result = @[r1, r2] |
| 184 | 184 |
| 185 proc main() = | 185 proc main() = |
| 186 var engine = initEngine("Test") | 186 var engine = InitEngine("Test") |
| 187 | 187 |
| 188 # INIT RENDERER: | 188 # INIT RENDERER: |
| 189 const | 189 const |
| 190 shaderConfiguration1 = createShaderConfiguration( | 190 shaderConfiguration1 = createShaderConfiguration( |
| 191 name = "shader1", | 191 name = "shader1", |
| 212 outputs = [Attr[Vec4f]("color")], | 212 outputs = [Attr[Vec4f]("color")], |
| 213 uniforms = [Attr[Vec4f]("color", arrayCount = 1)], | 213 uniforms = [Attr[Vec4f]("color", arrayCount = 1)], |
| 214 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", | 214 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", |
| 215 fragmentCode = "color = outcolor;", | 215 fragmentCode = "color = outcolor;", |
| 216 ) | 216 ) |
| 217 engine.initRenderer({ | 217 engine.InitRenderer({ |
| 218 Mat1Type: shaderConfiguration1, | 218 Mat1Type: shaderConfiguration1, |
| 219 Mat1Type: shaderConfiguration1, | 219 Mat1Type: shaderConfiguration1, |
| 220 Mat2Type: shaderConfiguration1, | 220 Mat2Type: shaderConfiguration1, |
| 221 SINGLE_COLOR_MATERIAL: shaderConfiguration2, | 221 SINGLE_COLOR_MATERIAL: shaderConfiguration2, |
| 222 }) | 222 }) |
| 229 Scene(name: "flag", meshes: scene_flag()), | 229 Scene(name: "flag", meshes: scene_flag()), |
| 230 Scene(name: "multimaterial", meshes: scene_multi_material()), | 230 Scene(name: "multimaterial", meshes: scene_multi_material()), |
| 231 ] | 231 ] |
| 232 | 232 |
| 233 for scene in scenes.mitems: | 233 for scene in scenes.mitems: |
| 234 engine.loadScene(scene) | 234 engine.LoadScene(scene) |
| 235 | 235 |
| 236 # MAINLOOP | 236 # MAINLOOP |
| 237 echo "Setup successfull, start rendering" | 237 echo "Setup successfull, start rendering" |
| 238 for i in 0 ..< 3: | 238 for i in 0 ..< 3: |
| 239 for scene in scenes.mitems: | 239 for scene in scenes.mitems: |
| 240 echo "rendering scene ", scene.name | 240 echo "rendering scene ", scene.name |
| 241 for i in 0 ..< 1000: | 241 for i in 0 ..< 1000: |
| 242 if not engine.UpdateInputs() or KeyIsDown(Escape): | 242 if not engine.UpdateInputs() or KeyIsDown(Escape): |
| 243 engine.destroy() | 243 engine.Destroy() |
| 244 return | 244 return |
| 245 engine.renderScene(scene) | 245 engine.RenderScene(scene) |
| 246 | 246 |
| 247 # cleanup | 247 # cleanup |
| 248 echo "Start cleanup" | 248 echo "Start cleanup" |
| 249 engine.destroy() | 249 engine.Destroy() |
| 250 | 250 |
| 251 when isMainModule: | 251 when isMainModule: |
| 252 main() | 252 main() |
