diff tests/test_materials.nim @ 660:c6414ade79f0

add: new test file to test to do future test with materials etc.
author Sam <sam@basx.dev>
date Sun, 07 May 2023 17:42:53 +0700
parents
children 1ba005328615
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/tests/test_materials.nim	Sun May 07 17:42:53 2023 +0700
@@ -0,0 +1,46 @@
+import semicongine
+
+proc main() =
+  var scene = newScene("main", root=newEntity("rect", rect()))
+  let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
+  scene.addTexture("my_texture", TextureImage(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,
+  ]))
+
+  var engine = initEngine("Test materials")
+  const
+    vertexInput = @[
+      attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
+      attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead),
+    ]
+    vertexOutput = @[attr[Vec2f]("uvout")]
+    samplers = @[attr[Sampler2DType]("my_texture")]
+    fragOutput = @[attr[Vec4f]("color")]
+    vertexCode = compileGlslShader(
+      stage=VK_SHADER_STAGE_VERTEX_BIT,
+      inputs=vertexInput,
+      samplers=samplers,
+      outputs=vertexOutput,
+      main="""gl_Position = vec4(position, 1.0); uvout = uv;"""
+    )
+    fragmentCode = compileGlslShader(
+      stage=VK_SHADER_STAGE_FRAGMENT_BIT,
+      inputs=vertexOutput,
+      samplers=samplers,
+      outputs=fragOutput,
+      main="color = texture(my_texture, uvout);"
+    )
+  engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode))
+  engine.addScene(scene, vertexInput)
+  while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
+    engine.renderScene(scene)
+    break
+  engine.destroy()
+
+
+when isMainModule:
+  main()