Mercurial > games > semicongine
comparison static_utils.nim @ 1189:aceb7697d37c compiletime-tests
RGB no supported, must be RGBA
author | sam <sam@basx.dev> |
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date | Sun, 07 Jul 2024 16:42:22 +0700 |
parents | b14861786b61 |
children |
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1188:427c11c0aeb1 | 1189:aceb7697d37c |
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1289 objPosition: GPUArray[Vec3f, VertexBuffer] | 1289 objPosition: GPUArray[Vec3f, VertexBuffer] |
1290 MaterialA = object | 1290 MaterialA = object |
1291 reflection: float32 | 1291 reflection: float32 |
1292 baseColor: Vec3f | 1292 baseColor: Vec3f |
1293 UniformsA = object | 1293 UniformsA = object |
1294 defaultTexture: Texture[TVec3[uint8]] | 1294 defaultTexture: Texture[TVec4[uint8]] |
1295 defaultMaterial: GPUValue[MaterialA, UniformBuffer] | 1295 defaultMaterial: GPUValue[MaterialA, UniformBuffer] |
1296 materials: GPUValue[array[3, MaterialA], UniformBuffer] | 1296 materials: GPUValue[array[3, MaterialA], UniformBuffer] |
1297 materialTextures: array[3, Texture[TVec3[uint8]]] | 1297 materialTextures: array[3, Texture[TVec4[uint8]]] |
1298 ShaderSettings = object | 1298 ShaderSettings = object |
1299 gamma: float32 | 1299 gamma: float32 |
1300 GlobalsA = object | 1300 GlobalsA = object |
1301 fontAtlas: Texture[TVec3[uint8]] | 1301 fontAtlas: Texture[TVec4[uint8]] |
1302 settings: GPUValue[ShaderSettings, UniformBuffer] | 1302 settings: GPUValue[ShaderSettings, UniformBuffer] |
1303 | 1303 |
1304 ShaderA = object | 1304 ShaderA = object |
1305 # vertex input | 1305 # vertex input |
1306 position {.VertexAttribute.}: Vec3f | 1306 position {.VertexAttribute.}: Vec3f |
1350 var myMesh1 = MeshA( | 1350 var myMesh1 = MeshA( |
1351 position: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, ), NewVec3f(0, 0, ), NewVec3f(0, 0, )]), | 1351 position: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, ), NewVec3f(0, 0, ), NewVec3f(0, 0, )]), |
1352 ) | 1352 ) |
1353 var uniforms1 = DescriptorSet[UniformsA, MaterialSet]( | 1353 var uniforms1 = DescriptorSet[UniformsA, MaterialSet]( |
1354 data: UniformsA( | 1354 data: UniformsA( |
1355 defaultTexture: Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), | 1355 defaultTexture: Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), |
1356 materials: GPUValue[array[3, MaterialA], UniformBuffer](data: [ | 1356 materials: GPUValue[array[3, MaterialA], UniformBuffer](data: [ |
1357 MaterialA(reflection: 0, baseColor: NewVec3f(1, 0, 0)), | 1357 MaterialA(reflection: 0, baseColor: NewVec3f(1, 0, 0)), |
1358 MaterialA(reflection: 0.1, baseColor: NewVec3f(0, 1, 0)), | 1358 MaterialA(reflection: 0.1, baseColor: NewVec3f(0, 1, 0)), |
1359 MaterialA(reflection: 0.5, baseColor: NewVec3f(0, 0, 1)), | 1359 MaterialA(reflection: 0.5, baseColor: NewVec3f(0, 0, 1)), |
1360 ]), | 1360 ]), |
1361 materialTextures: [ | 1361 materialTextures: [ |
1362 Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), | 1362 Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), |
1363 Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), | 1363 Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), |
1364 Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), | 1364 Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), |
1365 ] | 1365 ] |
1366 ) | 1366 ) |
1367 ) | 1367 ) |
1368 var instances1 = InstanceA( | 1368 var instances1 = InstanceA( |
1369 rotation: GPUArray[Vec4f, VertexBuffer](data: @[NewVec4f(1, 0, 0, 0.1), NewVec4f(0, 1, 0, 0.1)]), | 1369 rotation: GPUArray[Vec4f, VertexBuffer](data: @[NewVec4f(1, 0, 0, 0.1), NewVec4f(0, 1, 0, 0.1)]), |
1370 objPosition: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, 0), NewVec3f(1, 1, 1)]), | 1370 objPosition: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, 0), NewVec3f(1, 1, 1)]), |
1371 ) | 1371 ) |
1372 var myGlobals = DescriptorSet[GlobalsA, GlobalSet]( | 1372 var myGlobals = DescriptorSet[GlobalsA, GlobalSet]( |
1373 data: GlobalsA( | 1373 data: GlobalsA( |
1374 fontAtlas: Texture[TVec3[uint8]](width: 1, height: 1, data: @[TVec3[uint8]([0'u8, 0'u8, 0'u8])]), | 1374 fontAtlas: Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), |
1375 settings: GPUValue[ShaderSettings, UniformBuffer](data: ShaderSettings(gamma: 1.0)) | 1375 settings: GPUValue[ShaderSettings, UniformBuffer](data: ShaderSettings(gamma: 1.0)) |
1376 ) | 1376 ) |
1377 ) | 1377 ) |
1378 | 1378 |
1379 # setup for rendering (TODO: swapchain & framebuffers) | 1379 # setup for rendering (TODO: swapchain & framebuffers) |