comparison tests/test_vulkan_wrapper.nim @ 832:388c4b35a6e3

fix: tests, test_materials and test_mesh still needs to be done
author Sam <sam@basx.dev>
date Wed, 22 Nov 2023 23:24:47 +0700
parents 0a0402d1d729
children fa38cd28f041
comparison
equal deleted inserted replaced
831:902735626b66 832:388c4b35a6e3
12 ) 12 )
13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) 13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
14 mat = SINGLE_TEXTURE_MATERIAL.initMaterialData( 14 mat = SINGLE_TEXTURE_MATERIAL.initMaterialData(
15 name="mat", 15 name="mat",
16 attributes={ 16 attributes={
17 "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ 17 "baseTexture": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[
18 R, R, R, R, R, 18 R, R, R, R, R,
19 R, R, W, R, R, 19 R, R, W, R, R,
20 R, W, W, W, R, 20 R, W, W, W, R,
21 R, R, W, R, R, 21 R, R, W, R, R,
22 R, R, R, R, R, 22 R, R, R, R, R,
24 }.toTable 24 }.toTable
25 ) 25 )
26 mat2 = SINGLE_TEXTURE_MATERIAL.initMaterialData( 26 mat2 = SINGLE_TEXTURE_MATERIAL.initMaterialData(
27 name="mat2", 27 name="mat2",
28 attributes={ 28 attributes={
29 "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ 29 "baseTexture": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[
30 R, W, R, W, R, 30 R, W, R, W, R,
31 W, R, W, R, W, 31 W, R, W, R, W,
32 R, W, R, W, R, 32 R, W, R, W, R,
33 W, R, W, R, W, 33 W, R, W, R, W,
34 R, W, R, W, R, 34 R, W, R, W, R,
178 intermediates=[ 178 intermediates=[
179 attr[Vec4f]("outcolor"), 179 attr[Vec4f]("outcolor"),
180 ], 180 ],
181 outputs=[attr[Vec4f]("color")], 181 outputs=[attr[Vec4f]("color")],
182 samplers=[ 182 samplers=[
183 attr[Texture]("texture1") 183 attr[Texture]("baseTexture")
184 ], 184 ],
185 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", 185 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
186 fragmentCode="color = texture(texture1, outcolor.xy) * 0.5 + outcolor * 0.5;", 186 fragmentCode="color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;",
187 ) 187 )
188 shaderConfiguration2 = createShaderConfiguration( 188 shaderConfiguration2 = createShaderConfiguration(
189 inputs=[ 189 inputs=[
190 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), 190 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
191 attr[Mat4]("transform", perInstance=true), 191 attr[Mat4]("transform", perInstance=true),