comparison tests/test_vulkan_wrapper.nim @ 1137:a4aa9f374d44

did: more renaming
author sam <sam@basx.dev>
date Tue, 04 Jun 2024 20:51:22 +0700
parents 71315636ba82
children 02e1d2658ff5
comparison
equal deleted inserted replaced
1136:71315636ba82 1137:a4aa9f374d44
21 attributes: {"baseTexture": TextureType}.toTable 21 attributes: {"baseTexture": TextureType}.toTable
22 ) 22 )
23 mat = Mat1Type.initMaterialData( 23 mat = Mat1Type.initMaterialData(
24 name = "mat", 24 name = "mat",
25 attributes = { 25 attributes = {
26 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ 26 "baseTexture": InitDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
27 R, R, R, R, R, 27 R, R, R, R, R,
28 R, R, W, R, R, 28 R, R, W, R, R,
29 R, W, W, W, R, 29 R, W, W, W, R,
30 R, R, W, R, R, 30 R, R, W, R, R,
31 R, R, R, R, R, 31 R, R, R, R, R,
42 attributes: {"baseTexture": TextureType}.toTable 42 attributes: {"baseTexture": TextureType}.toTable
43 ) 43 )
44 mat2 = Mat2Type.initMaterialData( 44 mat2 = Mat2Type.initMaterialData(
45 name = "mat2", 45 name = "mat2",
46 attributes = { 46 attributes = {
47 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ 47 "baseTexture": InitDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
48 R, W, R, W, R, 48 R, W, R, W, R,
49 W, R, W, R, W, 49 W, R, W, R, W,
50 R, W, R, W, R, 50 R, W, R, W, R,
51 W, R, W, R, W, 51 W, R, W, R, W,
52 R, W, R, W, R, 52 R, W, R, W, R,
54 }.toTable 54 }.toTable
55 ) 55 )
56 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData( 56 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData(
57 name = "mat3", 57 name = "mat3",
58 attributes = { 58 attributes = {
59 "color": initDataList(@[NewVec4f(0, 1, 0, 1)]) 59 "color": InitDataList(@[NewVec4f(0, 1, 0, 1)])
60 }.toTable 60 }.toTable
61 ) 61 )
62 62
63 proc scene_different_mesh_types(): seq[Mesh] = 63 proc scene_different_mesh_types(): seq[Mesh] =
64 @[ 64 @[
188 # INIT RENDERER: 188 # INIT RENDERER:
189 const 189 const
190 shaderConfiguration1 = createShaderConfiguration( 190 shaderConfiguration1 = createShaderConfiguration(
191 name = "shader1", 191 name = "shader1",
192 inputs = [ 192 inputs = [
193 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), 193 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
194 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), 194 Attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite),
195 attr[Mat4]("transform", perInstance = true), 195 Attr[Mat4]("transform", perInstance = true),
196 ], 196 ],
197 intermediates = [ 197 intermediates = [
198 attr[Vec4f]("outcolor"), 198 Attr[Vec4f]("outcolor"),
199 ], 199 ],
200 outputs = [attr[Vec4f]("color")], 200 outputs = [Attr[Vec4f]("color")],
201 samplers = [attr[Texture]("baseTexture")], 201 samplers = [Attr[Texture]("baseTexture")],
202 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", 202 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
203 fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;", 203 fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;",
204 ) 204 )
205 shaderConfiguration2 = createShaderConfiguration( 205 shaderConfiguration2 = createShaderConfiguration(
206 name = "shader2", 206 name = "shader2",
207 inputs = [ 207 inputs = [
208 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), 208 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
209 attr[Mat4]("transform", perInstance = true), 209 Attr[Mat4]("transform", perInstance = true),
210 ], 210 ],
211 intermediates = [attr[Vec4f]("outcolor")], 211 intermediates = [Attr[Vec4f]("outcolor")],
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,