diff tests/test_vulkan_wrapper.nim @ 420:91e018270832

fix: all tests (once more)
author Sam <sam@basx.dev>
date Mon, 29 Jan 2024 00:19:35 +0700
parents eaf084ba80e5
children 6406766a222d
line wrap: on
line diff
--- a/tests/test_vulkan_wrapper.nim	Sun Jan 28 22:18:25 2024 +0700
+++ b/tests/test_vulkan_wrapper.nim	Mon Jan 29 00:19:35 2024 +0700
@@ -12,16 +12,16 @@
   )
   (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
   mat = SINGLE_TEXTURE_MATERIAL.initMaterialData(
-    name="mat",
-    attributes={
-      "baseTexture": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[
+    name = "mat",
+    attributes = {
+      "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
       R, R, R, R, R,
       R, R, W, R, R,
       R, W, W, W, R,
       R, R, W, R, R,
       R, R, R, R, R,
-      ]), sampler: sampler)])
-    }.toTable
+    ]), sampler: sampler)])
+  }.toTable
   )
   Mat2Type = MaterialType(
     name: "single texture material 2",
@@ -32,20 +32,20 @@
     attributes: {"baseTexture": TextureType}.toTable
   )
   mat2 = Mat2Type.initMaterialData(
-    name="mat2",
-    attributes={
-      "baseTexture": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[
+    name = "mat2",
+    attributes = {
+      "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
       R, W, R, W, R,
       W, R, W, R, W,
       R, W, R, W, R,
       W, R, W, R, W,
       R, W, R, W, R,
-      ]), sampler: sampler)])
-    }.toTable
+    ]), sampler: sampler)])
+  }.toTable
   )
   mat3 = SINGLE_COLOR_MATERIAL.initMaterialData(
-    name="mat3",
-    attributes={
+    name = "mat3",
+    attributes = {
       "color": initDataList(@[newVec4f(0, 1, 0, 1)])
     }.toTable
   )
@@ -53,119 +53,119 @@
 proc scene_different_mesh_types(): seq[Mesh] =
   @[
     newMesh(
-      positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
-      uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)],
-      colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
-      material=mat,
-      transform=translate(-0.7, -0.5),
+      positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
+      uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)],
+      colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
+      material = mat,
+      transform = translate(-0.7, -0.5),
     ),
     newMesh(
-      positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
-      uvs=[newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)],
-      colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
-      material=mat,
-      transform=translate(0, -0.5),
+      positions = [newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
+      uvs = [newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)],
+      colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
+      material = mat,
+      transform = translate(0, -0.5),
     ),
     newMesh(
-      positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
-      uvs=[newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)],
-      colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
-      indices=[[0'u16, 2'u16, 1'u16]],
-      material=mat2,
-      transform=translate(0.7, -0.5),
+      positions = [newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
+      uvs = [newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)],
+      colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
+      indices = [[0'u16, 2'u16, 1'u16]],
+      material = mat2,
+      transform = translate(0.7, -0.5),
     ),
     newMesh(
-      positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
-      uvs=[newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)],
-      colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
-      indices=[[0'u16, 2'u16, 1'u16]],
-      material=mat2,
-      transform=translate(-0.7, 0.5),
+      positions = [newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
+      uvs = [newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)],
+      colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
+      indices = [[0'u16, 2'u16, 1'u16]],
+      material = mat2,
+      transform = translate(-0.7, 0.5),
     ),
     newMesh(
-      positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
-      uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
-      colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
-      indices=[[0'u32, 2'u32, 1'u32]],
-      autoResize=false,
-      material=mat2,
-      transform=translate(0, 0.5),
+      positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
+      uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
+      colors = [newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
+      indices = [[0'u32, 2'u32, 1'u32]],
+      autoResize = false,
+      material = mat2,
+      transform = translate(0, 0.5),
     ),
     newMesh(
-      positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
-      uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
-      colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
-      indices=[[0'u32, 2'u32, 1'u32]],
-      autoResize=false,
-      material=mat2,
-      transform=translate(0.7, 0.5),
+      positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
+      uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
+      colors = [newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
+      indices = [[0'u32, 2'u32, 1'u32]],
+      autoResize = false,
+      material = mat2,
+      transform = translate(0.7, 0.5),
     ),
   ]
 
 proc scene_simple(): seq[Mesh] =
   @[
     newMesh(
-      positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
-      colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
-      uvs=[newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)],
-      material=mat,
-      transform=translate(0.4, 0.4),
+      positions = [newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
+      colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
+      uvs = [newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)],
+      material = mat,
+      transform = translate(0.4, 0.4),
     ),
     newMesh(
-      positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
-      colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
-      uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)],
-      material=mat,
-      transform=translate(0.4, -0.4),
+      positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
+      colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
+      uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)],
+      material = mat,
+      transform = translate(0.4, -0.4),
     ),
     newMesh(
-      positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
-      colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
-      uvs=[newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)],
-      indices=[[0'u32, 1'u32, 2'u32]],
-      autoResize=false,
-      material=mat,
-      transform=translate(-0.4, 0.4),
+      positions = [newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
+      colors = [newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
+      uvs = [newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)],
+      indices = [[0'u32, 1'u32, 2'u32]],
+      autoResize = false,
+      material = mat,
+      transform = translate(-0.4, 0.4),
     ),
     newMesh(
-      positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
-      colors=[newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
-      uvs=[newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)],
-      indices=[[0'u16, 1'u16, 2'u16]],
-      instanceTransforms=[Unit4F32, Unit4F32],
-      material=mat,
-      transform=translate(-0.4, -0.4),
+      positions = [newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
+      colors = [newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
+      uvs = [newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)],
+      indices = [[0'u16, 1'u16, 2'u16]],
+      instanceTransforms = [Unit4F32, Unit4F32],
+      material = mat,
+      transform = translate(-0.4, -0.4),
     )
   ]
 
 proc scene_primitives(): seq[Mesh] =
-  var r = rect(color="ff0000")
-  var t = tri(color="0000ff")
-  var c = circle(color="00ff00")
+  var r = rect(color = "ff0000")
+  var t = tri(color = "0000ff")
+  var c = circle(color = "00ff00")
   r.material = mat
   t.material = mat
   c.material = mat
   r.transform = translate(newVec3f(0.5, -0.3))
-  t.transform = translate(newVec3f(0.3,  0.3))
-  c.transform = translate(newVec3f(-0.3,  0.1))
+  t.transform = translate(newVec3f(0.3, 0.3))
+  c.transform = translate(newVec3f(-0.3, 0.1))
   result = @[r, c, t]
 
 proc scene_flag(): seq[Mesh] =
   @[
     newMesh(
-      positions=[newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)],
-      uvs=[newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)],
-      colors=[newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)],
-      indices=[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
-      material=mat,
-      transform=scale(0.5, 0.5)
+      positions = [newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)],
+      uvs = [newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)],
+      colors = [newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)],
+      indices = [[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
+      material = mat,
+      transform = scale(0.5, 0.5)
     )
   ]
 
 proc scene_multi_material(): seq[Mesh] =
   var
-    r1 = rect(color="ffffff")
-    r2 = rect(color="000000")
+    r1 = rect(color = "ffffff")
+    r2 = rect(color = "000000")
   r1.material = mat
   r2.material = mat3
   r1.transform = translate(newVec3f(-0.5))
@@ -178,31 +178,31 @@
   # INIT RENDERER:
   const
     shaderConfiguration1 = createShaderConfiguration(
-      inputs=[
-        attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
-        attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
-        attr[Mat4]("transform", perInstance=true),
+      inputs = [
+        attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
+        attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite),
+        attr[Mat4]("transform", perInstance = true),
       ],
-      intermediates=[
+      intermediates = [
         attr[Vec4f]("outcolor"),
       ],
-      outputs=[attr[Vec4f]("color")],
-      samplers=[
+      outputs = [attr[Vec4f]("color")],
+      samplers = [
         attr[Texture]("baseTexture")
       ],
-      vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
-      fragmentCode="color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;",
+      vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
+      fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;",
     )
     shaderConfiguration2 = createShaderConfiguration(
-      inputs=[
-        attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
-        attr[Mat4]("transform", perInstance=true),
+      inputs = [
+        attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
+        attr[Mat4]("transform", perInstance = true),
       ],
-      intermediates=[attr[Vec4f]("outcolor")],
-      outputs=[attr[Vec4f]("color")],
-      uniforms=[attr[Vec4f]("color", arrayCount=1)],
-      vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""",
-      fragmentCode="color = outcolor;",
+      intermediates = [attr[Vec4f]("outcolor")],
+      outputs = [attr[Vec4f]("color")],
+      uniforms = [attr[Vec4f]("color", arrayCount = 1)],
+      vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""",
+      fragmentCode = "color = outcolor;",
     )
   engine.initRenderer({
     SINGLE_TEXTURE_MATERIAL: shaderConfiguration1,