Files
armorpaint/base/tests/triangle/main.ts
T
luboslenco 4bcac0f7e7 Fix tests
2025-02-28 18:27:49 +01:00

89 lines
2.3 KiB
TypeScript

// Red triangle test
// ../../../make --graphics vulkan --run
let pipeline: any;
let vb: any;
let ib: any;
function render() {
iron_g4_begin(null, null);
let flags: i32 = 0;
flags |= 1; // Color
flags |= 2; // Depth
iron_g4_clear(flags, 0xff000000, 1.0);
iron_g4_set_pipeline(pipeline);
iron_g4_set_vertex_buffer(vb);
iron_g4_set_index_buffer(ib);
iron_g4_draw_indexed_vertices(0, -1);
iron_g4_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);
pipeline = iron_g4_create_pipeline();
let f32_3x: vertex_data_t = vertex_data_t.F32_3X;
let elem: kinc_vertex_elem_t = { name: "pos", data: f32_3x };
let elems: kinc_vertex_elem_t[] = [elem];
let structure0: vertex_struct_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 vert: any = iron_g4_create_shader(vs_buffer, shader_type_t.VERTEX);
let frag: any = iron_g4_create_shader(fs_buffer, shader_type_t.FRAGMENT);
let masks: bool[] = [true, true, true, true, true, true, true, true];
let attachments: i32[] = [0];
let state: iron_pipeline_state_t = {
cull_mode: 0,
depth_write: false,
depth_mode: 0,
blend_source: 0,
blend_dest: 0,
alpha_blend_source: 0,
alpha_blend_dest: 0,
color_write_masks_red: masks,
color_write_masks_green: masks,
color_write_masks_blue: masks,
color_write_masks_alpha: masks,
color_attachment_count: 1,
color_attachments: attachments,
depth_attachment_bits: 0
};
iron_g4_compile_pipeline(pipeline, structure0, vert, frag, state);
let vertices: f32[] = [
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
0.0, 1.0, 0.0
];
let indices: i32[] = [0, 1, 2];
vb = iron_g4_create_vertex_buffer(vertices.length / 3, structure0.elements, 0);
let vb_data: buffer_t = iron_g4_lock_vertex_buffer(vb);
for (let i: i32 = 0; i < vertices.length; i++) {
buffer_set_f32(vb_data, i * 4, vertices[i]);
}
iron_g4_unlock_vertex_buffer(vb);
ib = iron_g4_create_index_buffer(indices.length);
let ib_data: u32_array_t = iron_g4_lock_index_buffer(ib);
for (let i: i32 = 0; i < indices.length; i++) {
ib_data[i] = indices[i];
}
iron_g4_unlock_index_buffer(ib);
iron_set_update_callback(render);
}