Mercurial > games > semicongine
diff tests/test_mesh.nim @ 253:ad078e26a1c7
fix: API changes
author | sam <sam@basx.dev> |
---|---|
date | Wed, 24 May 2023 01:31:21 +0700 |
parents | beb41c93aa3f |
children | d16fd73959c1 |
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--- a/tests/test_mesh.nim Wed May 24 01:31:02 2023 +0700 +++ b/tests/test_mesh.nim Wed May 24 01:31:21 2023 +0700 @@ -7,11 +7,11 @@ myScene.root.transform = translate3d(0.2'f32, 0'f32, 0'f32) myScene.root.children[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) var scenes = [ - # loadScene("default_cube.glb", "1"), + loadScene("default_cube.glb", "1"), # loadScene("default_cube1.glb", "3"), # loadScene("default_cube2.glb", "4"), # loadScene("flat.glb", "5"), - loadScene("tutorialk-donat.glb", "6"), + # loadScene("tutorialk-donat.glb", "6"), # myScene, # loadScene("personv3.glb", "2"), ] @@ -24,7 +24,7 @@ attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), ] - vertexOutput = @[attr[Vec4f]("vertexColor"), attr[Vec2f]("colorTexCoord")] + vertexOutput = @[attr[Vec4f]("vertexColor"), #[ attr[Vec2f]("colorTexCoord")]#] fragOutput = @[attr[Vec4f]("color")] uniforms = @[ attr[Mat4]("projection"), @@ -32,7 +32,7 @@ attr[Vec4f]("material_color", arrayCount=16), ] samplers = @[ - attr[Sampler2DType]("material_color_texture", arrayCount=1), + # attr[Sampler2DType]("material_color_texture", arrayCount=1), ] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, @@ -43,7 +43,7 @@ main=""" gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); vertexColor = Uniforms.material_color[material]; -colorTexCoord = texcoord_0; +// colorTexCoord = texcoord_0; """ ) fragmentCode = compileGlslShader( @@ -52,11 +52,12 @@ outputs=fragOutput, uniforms=uniforms, samplers=samplers, - main="""color = texture(material_color_texture[0], colorTexCoord) * vertexColor;""" + # main="""color = texture(material_color_texture[0], colorTexCoord) * vertexColor;""" + main="""color = vertexColor;""" ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) for scene in scenes.mitems: - engine.addScene(scene, vertexInput, transformAttribute="transform") + engine.addScene(scene, vertexInput, samplers, transformAttribute="transform") scene.addShaderGlobal("projection", Unit4) scene.addShaderGlobal("view", Unit4) var