Mercurial > games > semicongine
diff tests/test_materials.nim @ 420:91e018270832
fix: all tests (once more)
author | Sam <sam@basx.dev> |
---|---|
date | Mon, 29 Jan 2024 00:19:35 +0700 |
parents | ffc265916415 |
children | 6406766a222d |
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--- a/tests/test_materials.nim Sun Jan 28 22:18:25 2024 +0700 +++ b/tests/test_materials.nim Mon Jan 29 00:19:35 2024 +0700 @@ -6,16 +6,16 @@ let sampler = Sampler(magnification: VK_FILTER_NEAREST, minification: VK_FILTER_NEAREST) (RT, WT, PT) = (toRGBA("A51931").asPixel, toRGBA("F4F5F8").asPixel, toRGBA("2D2A4A").asPixel) - thai = Image(width: 7, height: 5, imagedata: @[ + thai = Image[RGBAPixel](width: 7, height: 5, imagedata: @[ RT, RT, RT, RT, RT, RT, RT, WT, WT, WT, WT, WT, WT, WT, PT, PT, PT, PT, PT, PT, PT, WT, WT, WT, WT, WT, WT, WT, RT, RT, RT, RT, RT, RT, RT, ]) - swiss = loadImage("flag.png") + swiss = loadImage[RGBAPixel]("flag.png") doubleTextureMaterial = MaterialType( - name:"Double texture", + name: "Double texture", vertexAttributes: { "position": Vec3F32, "uv": Vec2F32, @@ -23,11 +23,11 @@ attributes: {"tex1": TextureType, "tex2": TextureType}.toTable ) material = initMaterialData( - theType=doubleTextureMaterial, - name="swiss-thai", - attributes={ - "tex1": initDataList(@[Texture(image: thai, sampler: sampler)]), - "tex2": initDataList(@[Texture(image: swiss, sampler: sampler)]), + theType = doubleTextureMaterial, + name = "swiss-thai", + attributes = { + "tex1": initDataList(@[Texture(colorImage: thai, sampler: sampler, isGrayscale: false)]), + "tex2": initDataList(@[Texture(colorImage: swiss, sampler: sampler, isGrayscale: false)]), } ) @@ -41,23 +41,23 @@ const shaderConfiguration1 = createShaderConfiguration( - inputs=[ - attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), - attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), + inputs = [ + attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), + attr[Vec2f]("uv", memoryPerformanceHint = PreferFastRead), ], - intermediates=[ + intermediates = [ attr[Vec2f]("uvout"), ], - uniforms=[attr[float32]("test2", arrayCount=2)], + uniforms = [attr[float32]("test2", arrayCount = 2)], samplers = @[ - attr[Texture]("tex1", arrayCount=1), - attr[Texture]("tex2", arrayCount=1), + attr[Texture]("tex1", arrayCount = 1), + attr[Texture]("tex2", arrayCount = 1), ], - outputs=[attr[Vec4f]("color")], - vertexCode=""" + outputs = [attr[Vec4f]("color")], + vertexCode = """ gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); uvout = uv;""", - fragmentCode=""" + fragmentCode = """ float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; color = texture(tex1[0], uvout) * (1 - d) + texture(tex2[0], uvout) * d; """,