moved test_renderer.c3
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94
test/test_renderer.c3
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94
test/test_renderer.c3
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import sdlrenderer::ren;
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import std::io;
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import std::thread;
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import sdl3::sdl;
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import std::compression::qoi;
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import std::core::mem::allocator;
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char[*] shader_rect_vert = $embed("resources/shaders/compiled/rect.vert.spv");
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char[*] shader_rect_frag = $embed("resources/shaders/compiled/rect.frag.spv");
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char[*] shader_sprite_vert = $embed("resources/shaders/compiled/sprite.vert.spv");
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char[*] shader_sprite_frag = $embed("resources/shaders/compiled/sprite.frag.spv");
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const uint WINDOW_WIDTH = 640;
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const uint WINDOW_HEIGHT = 480;
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fn int main()
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{
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ren::Renderer ren;
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ren.init("test window", WINDOW_WIDTH, WINDOW_HEIGHT);
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// TODO: these could be the same function
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ren.load_spirv_shader_from_mem("rect shader", &shader_rect_vert, &shader_rect_frag, 0, 0);
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ren.create_pipeline("rect shader", RECT);
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// load the tux qoi image
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QOIDesc img_desc;
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char[] img_pixels = qoi::read(allocator::temp(), "resources/tux.qoi", &img_desc)!!;
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// and put it in a texture
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ren.new_texture("tux", FULL_COLOR, img_pixels, img_desc.width, img_desc.height);
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// create a new pipeline to use the texture
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ren.load_spirv_shader_from_mem("sprite shader", &shader_sprite_vert, &shader_sprite_frag, 1, 0);
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ren.create_pipeline("sprite shader", SPRITE);
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sdl::Event e;
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bool quit = false;
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for (usz i = 0; !quit; i++) {
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if (sdl::poll_event(&e)) {
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if (e.type == EVENT_QUIT) {
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quit = true;
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}
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}
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if (i == 300) {
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io::printn("ciao!");
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img_pixels = qoi::read(allocator::temp(), "resources/tux_inv.qoi", &img_desc)!!;
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ren.update_texture("tux", img_pixels, img_desc.width, img_desc.height);
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}
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ren.begin_render(true);
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// Colored Rectangles Render Pass
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ren.start_render_pass("rect shader");
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// rect 1
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ren.push_quad(100,100,100,100,0xff00ff00, 20);
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// rect 2
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ren.push_quad(0,0,20,20,0xff0000ff);
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// rect 3
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ren.push_quad(200,300,50,50,0xffff0000);
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//ren.set_scissor(0,50,200,300);
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ren.draw_quads();
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ren.end_render_pass();
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// End Rectangle Render Pass
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// Textured Rectangles Render Pass
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ren.start_render_pass("sprite shader");
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// bind the pipeline's sampler
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ren.bind_texture("tux");
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// tux
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ren.push_sprite(300, 0, 54, 64, 0, 0);
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ren.reset_scissor();
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ren.draw_quads();
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ren.end_render_pass();
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// End Textured Rectangle Render Pass
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ren.end_render();
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}
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ren.free();
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return 0;
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}
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