Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 321:30117d8f0052
did next step in renderpipeline-refactoring, using shaderconfiguration objects instead for less ambigious shader-pipeline configuration
author | Sam <sam@basx.dev> |
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date | Tue, 15 Aug 2023 23:51:37 +0700 |
parents | b145a05c2459 |
children | 6dab370d1758 |
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--- a/tests/test_vulkan_wrapper.nim Sun Aug 13 19:00:11 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Tue Aug 15 23:51:37 2023 +0700 @@ -85,25 +85,20 @@ # INIT RENDERER: const - vertexInput = @[ - attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), - attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), - attr[Vec3f]("translate", perInstance=true) - ] - intermediate = @[attr[Vec4f]("outcolor")] - fragOutput = @[attr[Vec4f]("color")] - samplers = @[attr[Sampler2DType]("my_little_texture")] - uniforms = @[attr[float32]("time")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=vertexInput, - intermediate=intermediate, - outputs=fragOutput, - samplers=samplers, - uniforms=uniforms, + shaderConfiguration = createShaderConfiguration( + inputs=[ + attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), + attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), + attr[Vec3f]("translate", perInstance=true) + ], + intermediates=[attr[Vec4f]("outcolor")], + outputs=[attr[Vec4f]("color")], + uniforms=[attr[float32]("time")], + samplers=[attr[Sampler2DType]("my_little_texture")], vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""", fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;", ) - var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) + var renderPass = engine.gpuDevice.simpleForwardRenderPass(shaderConfiguration) engine.setRenderer(renderPass) # INIT SCENES