Files
armorpaint/base/tests/triangle/main.ts
T
luboslenco 9bb68734e9 Cleanup
2025-03-10 20:38:53 +01:00

90 lines
2.5 KiB
TypeScript

// Red triangle test
// ../../../make --graphics vulkan --run
let pipeline: iron_gpu_pipeline_t;
let vb: any;
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_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);
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 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;
gpu_compile_pipeline(pipeline);
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 = gpu_create_vertex_buffer(vertices.length / 3, structure0.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]);
}
gpu_vertex_buffer_unlock_all(vb);
ib = gpu_create_index_buffer(indices.length);
let ib_data: u32_array_t = gpu_lock_index_buffer(ib);
for (let i: i32 = 0; i < indices.length; i++) {
ib_data[i] = indices[i];
}
gpu_index_buffer_unlock_all(ib);
_iron_set_update_callback(render);
}