Mercurial > games > semicongine
comparison tests/test_materials.nim @ 199:da68fe12f600
add: new test file to test to do future test with materials etc.
author | Sam <sam@basx.dev> |
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date | Sun, 07 May 2023 17:42:53 +0700 |
parents | |
children | 1ba005328615 |
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198:e4ba91da416b | 199:da68fe12f600 |
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1 import semicongine | |
2 | |
3 proc main() = | |
4 var scene = newScene("main", root=newEntity("rect", rect())) | |
5 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) | |
6 scene.addTexture("my_texture", TextureImage(width: 5, height: 5, imagedata: @[ | |
7 R, R, R, R, R, | |
8 R, R, W, R, R, | |
9 R, W, W, W, R, | |
10 R, R, W, R, R, | |
11 R, R, R, R, R, | |
12 ])) | |
13 | |
14 var engine = initEngine("Test materials") | |
15 const | |
16 vertexInput = @[ | |
17 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | |
18 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | |
19 ] | |
20 vertexOutput = @[attr[Vec2f]("uvout")] | |
21 samplers = @[attr[Sampler2DType]("my_texture")] | |
22 fragOutput = @[attr[Vec4f]("color")] | |
23 vertexCode = compileGlslShader( | |
24 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
25 inputs=vertexInput, | |
26 samplers=samplers, | |
27 outputs=vertexOutput, | |
28 main="""gl_Position = vec4(position, 1.0); uvout = uv;""" | |
29 ) | |
30 fragmentCode = compileGlslShader( | |
31 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
32 inputs=vertexOutput, | |
33 samplers=samplers, | |
34 outputs=fragOutput, | |
35 main="color = texture(my_texture, uvout);" | |
36 ) | |
37 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | |
38 engine.addScene(scene, vertexInput) | |
39 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | |
40 engine.renderScene(scene) | |
41 break | |
42 engine.destroy() | |
43 | |
44 | |
45 when isMainModule: | |
46 main() |