const std = @import("std"); const graphics = @import("graphics"); const core = @import("core"); const platform = @import("platform"); const QuakeMap = graphics.QuakeMap; test "simple_integration" { // this doesn't really do anything other than just a simple compile check std.debug.print("sizeof NeonVkContext = {d}\n", .{@sizeOf(graphics.NeonVkContext)}); std.debug.print("sizeof triangle_mesh_vert.ObjectData = {d}\n", .{@sizeOf(graphics.vk_renderer.triangle_mesh_vert.ObjectData)}); } test "renderthread queue" { const allocator = std.testing.allocator; try core.start_module(.{}, .{}, allocator); defer core.shutdown_module(allocator); } test "quake map loading" { // const TestMap = @embedFile("testmap.map"); const testmapFile = \\{ \\"spawnflags" "0" \\"classname" "worldspawn" \\"wad" "E:\q1maps\Q.wad" \\{ \\( 256 64 16 ) ( 256 64 0 ) ( 256 0 16 ) mmetal1_2 0 0 0 1 1 \\( 0 0 0 ) ( 0 64 0 ) ( 0 0 16 ) mmetal1_2 0 0 0 1 1 \\( 64 256 16 ) ( 0 256 16 ) ( 64 256 0 ) mmetal1_2 0 0 0 1 1 \\( 0 0 0 ) ( 0 0 16 ) ( 64 0 0 ) mmetal1_2 0 0 0 1 1 \\( 64 64 0 ) ( 64 0 0 ) ( 0 64 0 ) mmetal1_2 0 0 0 1 1 \\( 0 0 -64 ) ( 64 0 -64 ) ( 0 64 -64 ) mmetal1_2 0 0 0 1 1 \\} \\} \\{ \\"spawnflags" "0" \\"classname" "info_player_start" \\"origin" "32 32 24" \\} ; var err: QuakeMap.ErrorInfo = undefined; var map = try QuakeMap.read(std.testing.allocator, testmapFile, &err); defer map.deinit(); }