Updated test scene and testing shader compilation
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
24
src/main.c
24
src/main.c
@@ -18,10 +18,8 @@ DECLARE_EVENT_LISTENER(keyPressedListener, (KeyPressedEvent *event) {
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if(event->keyCode == 81) // tests if Q was pressed
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Window->setShouldClose(event->handle, true);
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else if(event->keyCode == 49) // Numrow 1
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Game->setActiveScene(Scene->getFromName("MainScene"));
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else if(event->keyCode == 50) // Numrow 2
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Game->setActiveScene(Scene->getFromName("SisyphusoScene"));
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/* else if(event->keyCode == 49) // Numrow 1 */
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/* else if(event->keyCode == 50) // Numrow 2 */
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/* else if(event->keyCode == 45) // Numrow - */
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/* else if(event->keyCode == 61) // Numrow = */
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})
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@@ -37,7 +35,7 @@ int main(int argc, char **argv)
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evolmodule_t window_mod = evol_loadmodule("window"); DEBUG_ASSERT(window_mod);
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evolmodule_t input_mod = evol_loadmodule("input"); DEBUG_ASSERT(input_mod);
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imports(asset_mod , (AssetManager, Asset, TextLoader, JSONLoader))
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imports(asset_mod , (AssetManager, Asset, TextLoader, JSONLoader, ShaderLoader))
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imports(game_mod , (Game, Object, Camera, Scene))
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imports(window_mod , (Window))
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imports(input_mod , (Input))
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@@ -63,6 +61,14 @@ int main(int argc, char **argv)
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AssetManager->mount(&project_dir, &project_mountpoint);
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evstring_free(project_mountpoint);
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AssetHandle shader_asset = Asset->load("project://triangle.vert");
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ShaderAsset shader_bin = ShaderLoader->loadAsset(shader_asset, EV_SHADERASSETSTAGE_VERTEX, "TriangleVertex", "main", EV_SHADER_BIN);
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ShaderAsset shader_asm = ShaderLoader->loadAsset(shader_asset, EV_SHADERASSETSTAGE_VERTEX, "TriangleVertex", "main", EV_SHADER_ASM);
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ev_log_debug("Shader Binary: %.*s", shader_bin.len, shader_bin.binary);
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ev_log_debug("Shader Assembly: %.*s", shader_asm.len, shader_asm.binary);
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Asset->free(shader_asset);
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EV_DEFER(
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AssetHandle project_config = Asset->load("project://game.proj"),
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@@ -119,14 +125,14 @@ int main(int argc, char **argv)
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U32 result = 0;
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while(result == 0) {
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ev_ProfileCPU(EventSystemProgress, 0) {
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result |= EventSystem.progress();
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}
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ev_ProfileCPU(WindowUpdate, 0) {
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result |= Window->update(windowHandle);
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}
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ev_ProfileCPU(EventSystemProgress, 0) {
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result |= EventSystem.progress();
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}
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ev_ProfileCPU(GameProgress, 0) {
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result |= Game->progress(0.01666667f);
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}
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