Mercurial > games > semicongine
diff tests/test_resources.nim @ 213:b5d9410a8184
add: resource packaging and loading for different resource types, simplify build commands, update readme
author | Sam <sam@basx.dev> |
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date | Wed, 10 May 2023 22:36:59 +0700 |
parents | 81fab407a479 |
children | 5f6d3511ef79 |
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--- a/tests/test_resources.nim Tue May 09 20:39:49 2023 +0700 +++ b/tests/test_resources.nim Wed May 10 22:36:59 2023 +0700 @@ -3,30 +3,12 @@ import semicongine proc main() = - var scene = newScene("main", root=newEntity("rect", rect())) - var engine = initEngine("Test materials") - const - vertexInput = @[ - attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), - ] - fragOutput = @[attr[Vec4f]("color")] - vertexCode = compileGlslShader( - stage=VK_SHADER_STAGE_VERTEX_BIT, - inputs=vertexInput, - main="""gl_Position = vec4(position, 1.0);""" - ) - fragmentCode = compileGlslShader( - stage=VK_SHADER_STAGE_FRAGMENT_BIT, - outputs=fragOutput, - main="""color = vec4(1, 0, 0, 1);""" - ) - engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - engine.addScene(scene, vertexInput) - var t = cpuTime() - while engine.updateInputs() == Running and not engine.keyIsDown(Escape): - engine.renderScene(scene) - engine.destroy() - + echo "Mods available: ", modList() + for modName in modList(): + echo modName, ":" + selectedMod = modName + for i in walkResources(): + echo " ", i, ": ", loadResource(i)[] when isMainModule: main()