Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 650:be6e0f89645a
add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
author | Sam <sam@basx.dev> |
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date | Fri, 05 May 2023 23:45:50 +0700 |
parents | c774b064def5 |
children | 8f2eaf0d2808 |
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--- a/tests/test_vulkan_wrapper.nim Thu May 04 23:44:15 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Fri May 05 23:45:50 2023 +0700 @@ -117,11 +117,13 @@ ] vertexOutput = @[attr[Vec3f]("outcolor")] uniforms = @[attr[float32]("time")] + # samplers = @[attr[Sampler2DType]("my_little_texture")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, + # samplers=samplers, outputs=vertexOutput, main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" ) @@ -129,28 +131,34 @@ stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, + # samplers=samplers, outputs=fragOutput, - main="color = vec4(outcolor, 0.8);" + # main="color = texture(my_little_texture, outcolor.xy) * 0.5 + vec4(outcolor, 1) * 0.5;" + main="color = vec4(outcolor, 1) * 0.5;" ) var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) engine.setRenderer(renderPass) # INIT SCENES - var scenes = [scene_simple(), scene_different_mesh_types(), scene_primitives()] - var time = initShaderGlobal("time", 0.0'f32) + var scenes = [ + newScene("simple", scene_simple()), + newScene("different mesh types", scene_different_mesh_types()), + newScene("primitives", scene_primitives()) + ] for scene in scenes.mitems: - scene.components.add time + scene.addShaderGlobal("time", 0.0'f32) engine.addScene(scene, vertexInput) # MAINLOOP echo "Setup successfull, start rendering" for i in 0 ..< 3: - for scene in scenes: + for scene in scenes.mitems: for i in 0 ..< 1000: if engine.updateInputs() != Running or engine.keyIsDown(Escape): engine.destroy() return - setValue[float32](time.value, get[float32](time.value) + 0.0005) + var time = scene.getShaderGlobal("time") + setValue[float32](time, get[float32](time) + 0.0005) engine.renderScene(scene) echo "Rendered ", engine.framesRendered, " frames" echo "Processed ", engine.eventsProcessed, " events"