Mercurial > games > semicongine
view tests/test_materials.nim @ 660:c6414ade79f0
add: new test file to test to do future test with materials etc.
author | Sam <sam@basx.dev> |
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date | Sun, 07 May 2023 17:42:53 +0700 |
parents | |
children | 1ba005328615 |
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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()