Fix tests

This commit is contained in:
luboslenco
2025-04-01 11:08:07 +02:00
parent 7b4766442a
commit 04e3c9d0bb
15 changed files with 152 additions and 132 deletions
+2 -2
View File
@@ -7,8 +7,8 @@ let project = new Project("test");
project.add_project("../../");
project.add_tsfiles("sources");
project.add_tsfiles("../../sources/ts/iron");
project.add_shaders("../../shaders/draw/*.glsl");
project.add_shaders("shaders/*.glsl");
project.add_shaders("../../shaders/draw/*.kong");
project.add_shaders("shaders/*.kong");
project.add_assets("assets/*", { destination: "data/{name}" });
return project;
-11
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@@ -1,11 +0,0 @@
#version 450
in vec2 tex_coord;
out vec4 frag_color;
uniform sampler2D my_texture;
void main() {
frag_color = texture(my_texture, tex_coord);
}
+38
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@@ -0,0 +1,38 @@
#[set(everything)]
const my_texture: tex2d;
#[set(everything)]
const my_texture_sampler: sampler;
#[set(everything)]
const constants: {
WVP: float4x4;
};
struct vert_in {
pos: float4;
tex: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
fun mesh_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.tex;
output.pos = constants.WVP * float4(input.pos.xyz, 1.0);
return output;
}
fun mesh_frag(input: vert_out): float4 {
return sample(my_texture, my_texture_sampler, input.tex);
}
#[pipe]
struct pipe {
vertex = mesh_vert;
fragment = mesh_frag;
}
-13
View File
@@ -1,13 +0,0 @@
#version 450
in vec4 pos;
in vec2 tex;
out vec2 tex_coord;
uniform mat4 WVP;
void main() {
tex_coord = tex;
gl_Position = WVP * vec4(pos.xyz, 1.0);
}
+5 -4
View File
@@ -1,4 +1,4 @@
// ../../../make --graphics vulkan --run
// ../../make --run
function main() {
let ops: iron_window_options_t = {
@@ -10,7 +10,8 @@ function main() {
features: window_features_t.RESIZABLE | window_features_t.MINIMIZABLE | window_features_t.MAXIMIZABLE,
mode: window_mode_t.WINDOWED,
frequency: 60,
vsync: true
vsync: true,
use_depth: false
};
sys_start(ops);
sys_init();
@@ -77,8 +78,8 @@ function ready() {
contexts: [
{
name: "mesh",
vertex_shader: "mesh.vert",
fragment_shader: "mesh.frag",
vertex_shader: "_mesh.vert",
fragment_shader: "_mesh.frag",
compare_mode: "less",
cull_mode: "clockwise",
depth_write: true,
+2 -2
View File
@@ -8,8 +8,8 @@ project.add_project("../../");
project.add_tsfiles("sources");
project.add_cfiles("../../sources/libs/asim.c");
project.add_tsfiles("../../sources/ts/iron");
project.add_shaders("../../shaders/draw/*.glsl");
project.add_shaders("shaders/*.glsl");
project.add_shaders("../../shaders/draw/*.kong");
project.add_shaders("shaders/*.kong");
project.add_assets("assets/*", { destination: "data/{name}" });
return project;
-18
View File
@@ -1,18 +0,0 @@
#version 450
in vec2 tex_coord;
in vec3 normal;
out vec4 frag_color;
uniform sampler2D my_texture;
void main() {
vec3 l = vec3(0.5, 0.0, 0.5);
vec3 base_color = vec3(1.0, 1.0, 1.0); // texture(my_texture, tex_coord).rgb;
vec3 ambient = base_color * 0.5;
vec3 n = normalize(normal);
float dotnl = max(dot(n, l), 0.0);
vec3 diffuse = dotnl * base_color;
frag_color = vec4(ambient + diffuse, 1.0);
}
+48
View File
@@ -0,0 +1,48 @@
#[set(everything)]
const my_texture: tex2d;
#[set(everything)]
const my_texture_sampler: sampler;
#[set(everything)]
const constants: {
WVP: float4x4;
};
struct vert_in {
pos: float4;
nor: float2;
tex: float2;
}
struct vert_out {
pos: float4;
nor: float3;
tex: float2;
}
fun mesh_vert(input: vert_in): vert_out {
var output: vert_out;
output.nor = float3(input.nor.xy, input.pos.w);
output.tex = input.tex;
output.pos = constants.WVP * float4(input.pos.xyz, 1.0);
return output;
}
fun mesh_frag(input: vert_out): float4 {
var l: float3 = float3(0.5, 0.0, 0.5);
var base_color: float3 = float3(1.0, 1.0, 1.0); // sample(my_texture, my_texture_sampler, input.tex).rgb;
var ambient: float3 = base_color * 0.5;
var n: float3 = normalize(input.nor);
var dotnl: float = max(dot(n, l), 0.0);
var diffuse: float3 = dotnl * base_color;
return float4(ambient + diffuse, 1.0);
}
#[pipe]
struct pipe {
vertex = mesh_vert;
fragment = mesh_frag;
}
-16
View File
@@ -1,16 +0,0 @@
#version 450
in vec4 pos;
in vec2 nor;
in vec2 tex;
out vec3 normal;
out vec2 tex_coord;
uniform mat4 WVP;
void main() {
normal = vec3(nor.xy, pos.w);
tex_coord = tex;
gl_Position = WVP * vec4(pos.xyz, 1.0);
}
+11 -9
View File
@@ -1,7 +1,9 @@
// ../../../make --graphics vulkan --run
// ../../make --run
///include "../../sources/libs/asim.h"
let body: any;
function main() {
let ops: iron_window_options_t = {
title: "Empty",
@@ -88,8 +90,8 @@ function ready() {
contexts: [
{
name: "mesh",
vertex_shader: "mesh.vert",
fragment_shader: "mesh.frag",
vertex_shader: "_mesh.vert",
fragment_shader: "_mesh.frag",
compare_mode: "less",
cull_mode: "clockwise",
depth_write: true,
@@ -143,21 +145,21 @@ function scene_ready() {
let cube: object_t = scene_get_child("Cube");
let mesh: mesh_object_t = cube.ext;
asim_init(mesh.data.vertex_arrays[0].values, mesh.data.index_arrays[0].values, mesh.data.scale_pos);
asim_world_create();
body = asim_body_create(1, 1, 1, 1, 1, 0, 0, 5, null, null, 1);
asim_body_create(0, 1, 1, 1, 1, 0, 0, 0, mesh.data.vertex_arrays[0].values, mesh.data.index_arrays[0].values, mesh.data.scale_pos);
}
function scene_update() {
asim_update();
asim_world_update();
camera_update();
if (keyboard_started("space")) {
asim_set_sphere(0, 0, 5);
asim_body_sync_transform(body, vec4_create(0, 0, 5), quat_create(0, 0, 0, 1));
}
let sphere: object_t = scene_get_child("Sphere");
let t: transform_t = sphere.transform;
t.loc.x = asim_get_sphere_x();
t.loc.y = asim_get_sphere_y();
t.loc.z = asim_get_sphere_z();
asim_body_get_pos(body, ADDRESS(t.loc));
transform_build_matrix(t);
}
+21 -42
View File
@@ -1,6 +1,6 @@
// Red triangle test
// ../../../make --graphics vulkan --run
// ../../make --run
let pipeline: iron_gpu_pipeline_t;
let vb: any;
@@ -8,60 +8,39 @@ let ib: any;
function render() {
_gpu_begin(null, null);
let flags: i32 = 0;
flags |= 1; // Color
flags |= 2; // Depth
iron_gpu_clear(0xff000000, 1.0, flags);
iron_gpu_clear(0xff000000, 1.0, clear_flag_t.COLOR | clear_flag_t.DEPTH);
iron_gpu_set_pipeline(pipeline);
gpu_set_vertex_buffer(vb);
gpu_set_index_buffer(ib);
gpu_draw_indexed_vertices(0, -1);
_gpu_end();
}
function main() {
let resizable: i32 = 1;
let minimizable: i32 = 2;
let maximizable: i32 = 4;
_iron_init("Iron", 640, 480, true, 0, resizable | minimizable | maximizable, -1, -1, 60);
let ops: iron_window_options_t = {
title: "Iron",
width: 640,
height: 480,
x: -1,
y: -1,
mode: window_mode_t.WINDOWED,
features: window_features_t.RESIZABLE | window_features_t.MINIMIZABLE | window_features_t.MAXIMIZABLE,
vsync: true,
frequency: 60,
use_depth: true
};
_iron_init(ops);
pipeline = gpu_create_pipeline();
let f32_3x: vertex_data_t = vertex_data_t.F32_3X;
let elem: iron_gpu_vertex_element_t = { name: "pos", data: f32_3x };
let elems: iron_gpu_vertex_element_t[] = [elem];
let structure0: iron_gpu_vertex_structure_t = { elements: elems };
let vs_buffer: buffer_t = iron_load_blob("./data/test.vert.spirv");
let fs_buffer: buffer_t = iron_load_blob("./data/test.frag.spirv");
let vs: iron_gpu_vertex_structure_t = gpu_vertex_struct_create();
gpu_vertex_struct_add(vs, "pos", vertex_data_t.F32_3X);
let vs_buffer: buffer_t = iron_load_blob("./data/test.vert" + sys_shader_ext());
let fs_buffer: buffer_t = iron_load_blob("./data/test.frag" + sys_shader_ext());
let vert: any = gpu_create_shader(vs_buffer, shader_type_t.VERTEX);
let frag: any = gpu_create_shader(fs_buffer, shader_type_t.FRAGMENT);
let masks: bool[] = [true, true, true, true, true, true, true, true];
let attachments: i32[] = [0];
pipeline.cull_mode = 0;
pipeline.depth_write = false;
pipeline.depth_mode = 0;
pipeline.blend_source = 0;
pipeline.blend_destination = 0;
pipeline.alpha_blend_source = 0;
pipeline.alpha_blend_destination = 0;
pipeline.color_write_mask_red = masks;
pipeline.color_write_mask_green = masks;
pipeline.color_write_mask_blue = masks;
pipeline.color_write_mask_alpha = masks;
pipeline.color_attachment_count = 1;
pipeline.color_attachment = attachments;
pipeline.depth_attachment_bits = 0;
pipeline.vertex_shader = vert;
pipeline.fragment_shader = frag;
pipeline.input_layout = structure0;
pipeline.input_layout = vs;
gpu_compile_pipeline(pipeline);
let vertices: f32[] = [
@@ -71,7 +50,7 @@ function main() {
];
let indices: i32[] = [0, 1, 2];
vb = gpu_create_vertex_buffer(vertices.length / 3, structure0.elements, 0);
vb = gpu_create_vertex_buffer(vertices.length / 3, vs.elements, 0);
let vb_data: buffer_t = gpu_lock_vertex_buffer(vb);
for (let i: i32 = 0; i < vertices.length; i++) {
buffer_set_f32(vb_data, i * 4, vertices[i]);
+1 -1
View File
@@ -7,5 +7,5 @@ let project = new Project("test");
project.add_project("../../");
project.add_tsfiles("./");
project.add_tsfiles("../../sources/ts/iron");
project.add_shaders("./*.glsl");
project.add_shaders("./*.kong");
return project;
-7
View File
@@ -1,7 +0,0 @@
#version 450
out vec4 frag_color;
void main() {
frag_color = vec4(1.0, 0.0, 0.0, 1.0);
}
+24
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@@ -0,0 +1,24 @@
struct vert_in {
pos: float3;
}
struct vert_out {
pos: float4;
}
fun test_vert(input: vert_in): vert_out {
var output: vert_out;
output.pos = float4(input.pos, 1.0);
return output;
}
fun test_frag(input: vert_out): float4 {
return float4(1.0, 0.0, 0.0, 1.0);
}
#[pipe]
struct pipe {
vertex = test_vert;
fragment = test_frag;
}
-7
View File
@@ -1,7 +0,0 @@
#version 450
in vec3 pos;
void main() {
gl_Position = vec4(pos, 1.0);
}