Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 330:04531bec3583
did: remove some stuff from the heap, maybe nicer?
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 02 Sep 2023 23:51:02 +0700 |
parents | 69e18f69713b |
children | 05fb85ba97dd |
line wrap: on
line diff
--- a/tests/test_vulkan_wrapper.nim Tue Aug 29 00:01:13 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Sat Sep 02 23:51:02 2023 +0700 @@ -13,7 +13,6 @@ (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) mat = Material( name: "mat", - materialType: "textures_material", textures: { "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ R, R, R, R, R, @@ -26,7 +25,6 @@ ) mat2 = Material( name: "mat2", - materialType: "textures_material", textures: { "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ R, W, R, W, R, @@ -39,9 +37,8 @@ ) mat3 = Material( name: "mat3", - materialType: "plain", constants: { - "color": toGPUValue(newVec4f(0, 1, 0, 1)) + "color": toGPUValue(@[newVec4f(0, 1, 0, 1)]) }.toTable ) @@ -166,19 +163,17 @@ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), attr[Mat4]("transform", perInstance=true), - attr[uint16]("materialIndex", perInstance=true), ], intermediates=[ attr[Vec4f]("outcolor"), - attr[uint16]("materialIndexOut", noInterpolation=true), ], outputs=[attr[Vec4f]("color")], uniforms=[attr[float32]("time")], samplers=[ - attr[Sampler2DType]("my_little_texture", arrayCount=2) + attr[Sampler2DType]("my_little_texture") ], - vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color; materialIndexOut = materialIndex;""", - fragmentCode="color = texture(my_little_texture[materialIndexOut], outcolor.xy) * 0.5 + outcolor * 0.5;", + vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", + fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;", ) shaderConfiguration2 = createShaderConfiguration( inputs=[ @@ -187,13 +182,14 @@ ], intermediates=[attr[Vec4f]("outcolor")], outputs=[attr[Vec4f]("color")], - uniforms=[attr[Vec4f]("color")], - vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color;""", + uniforms=[attr[Vec4f]("color", arrayCount=1)], + vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", fragmentCode="color = outcolor;", ) engine.initRenderer({ - "textures_material": shaderConfiguration1, - "plain": shaderConfiguration2, + "mat": shaderConfiguration1, + "mat2": shaderConfiguration1, + "mat3": shaderConfiguration2, }.toTable) # INIT SCENES