Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 777:754835bf175e
add: changing rendering system, not finished yet, also upgrading to Nim 2
author | Sam <sam@basx.dev> |
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date | Mon, 07 Aug 2023 00:23:00 +0700 |
parents | 002d9c576756 |
children | 30117d8f0052 |
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--- a/tests/test_vulkan_wrapper.nim Sun Jul 23 19:53:10 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Mon Aug 07 00:23:00 2023 +0700 @@ -90,25 +90,18 @@ attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), attr[Vec3f]("translate", perInstance=true) ] - vertexOutput = @[attr[Vec4f]("outcolor")] - uniforms = @[attr[float32]("time")] - samplers = @[attr[Sampler2DType]("my_little_texture")] + intermediate = @[attr[Vec4f]("outcolor")] fragOutput = @[attr[Vec4f]("color")] - vertexCode = compileGlslShader( - stage=VK_SHADER_STAGE_VERTEX_BIT, + samplers = @[attr[Sampler2DType]("my_little_texture")] + uniforms = @[attr[float32]("time")] + (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( inputs=vertexInput, - uniforms=uniforms, + intermediate=intermediate, + outputs=fragOutput, samplers=samplers, - outputs=vertexOutput, - main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" - ) - fragmentCode = compileGlslShader( - stage=VK_SHADER_STAGE_FRAGMENT_BIT, - inputs=vertexOutput, uniforms=uniforms, - samplers=samplers, - outputs=fragOutput, - main="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;" + 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) engine.setRenderer(renderPass)