annotate README.md @ 1367:0f3f2017b054

add: some reminders what we would like to do
author sam <sam@basx.dev>
date Sat, 23 Nov 2024 10:34:28 +0700
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1 Note: If you are reading this on Github, please not that this is only a mirror
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2 repository and the newest code is hosted on my mercurial repository at
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3 https://hg.basx.dev/games/semicongine/.
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4
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5 # Semicongine
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6
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7 Hi there
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8
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9 This is a little game engine, mainly trying to wrap around vulkan and the
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10 operating system's windowing, input and audio system. I am using the last
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11 programming language you will ever need, [Nim](https://nim-lang.org/)
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12
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13 The (incomplete, autogenerated) API documentation is hosted at <https://semicongine.diademgames.com/>.
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14
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15 ## Features
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16
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17 The engine currently features the following:
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18
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19 - No dependencies outside of this repo (except zip/unzip on Linux). All
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20 dependencies are included (`libs` for library dependencies, `tools` for
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21 binaries/scripts, `semicongine/thirdparty` for code dependencies)
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22 - Low-level, Vulkan-base rendering system
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23 - All vertex/uniform/descriptors/shader-formats can and must be defined
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24 "freely". The only restriction that we currently have, is that vertex data is
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25 non-interleaved.
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26 - A ton of compiletime checks to ensure the defined mesh-data and shaders are
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27 compatible for rendering
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28 - Simple audio mixer, should suffice for most things
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29 - Simple input-system, no controller support at this time
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30 - Resource packaging of images, audio and 3D files as either folders, zip files or embedded in the executable
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31 - Simple font and text rendering
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32 - A few additional utils like a simple storage API, a few algorithms for
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33 collision detection, noise generation and texture packing, and a simple
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34 settings API with hot-reloading
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35
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36 ## Wishlist
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37
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38 [ ] Macro-based internal DSL to convert Nim code into GLSL/slang at compile time
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39 [ ] Better memory management
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40 - Simple buffer resizing
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41 - Mechanism to mark unused buffers
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42 - Use mapped GPU buffers without copying (implement seq with pointers to GPU memory)
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43 - Do not keep copy of content for un-mapped buffers around (only pass data on creating or update)
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44
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45 ## Hello world example
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46
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47 Attention, this project is not optimized for "hello world"-scenarios, so you
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48 have to write quite a few lines to get something to display:
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49
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50 ```nim
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51
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52 import semicongine
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53
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54 # required
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55 InitVulkan()
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56
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57 # set up a simple render pass to render the displayed frame
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58 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = false, samples = VK_SAMPLE_COUNT_1_BIT)
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59
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60 # the swapchain, needs to be attached to the main renderpass
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61 SetupSwapchain(renderpass = renderpass)
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62
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63 # render data is used for memory management on the GPU
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64 var renderdata = InitRenderData()
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65
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66 type
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67 # define a push constant, to have something moving
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68 PushConstant = object
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69 scale: float32
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70 # This is how we define shaders: the interface needs to be "typed"
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71 # but the shader code itself can freely be written in glsl
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72 Shader = object
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73 position {.VertexAttribute.}: Vec3f
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74 color {.VertexAttribute.}: Vec3f
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75 pushConstant {.PushConstantAttribute.}: PushConstant
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76 fragmentColor {.Pass.}: Vec3f
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77 outColor {.ShaderOutput.}: Vec4f
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78 # code
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79 vertexCode: string = """void main() {
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80 fragmentColor = color;
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81 gl_Position = vec4(position * pushConstant.scale, 1);}"""
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82 fragmentCode: string = """void main() {
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83 outColor = vec4(fragmentColor, 1);}"""
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84 # And we also need to define our Mesh, which does describe the vertex layout
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85 TriangleMesh = object
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86 position: GPUArray[Vec3f, VertexBuffer]
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87 color: GPUArray[Vec3f, VertexBuffer]
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88
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89 # instantiate the mesh and fill with data
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90 var mesh = TriangleMesh(
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91 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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92 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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93 )
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94
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95 # this allocates GPU data, uploads the data to the GPU and flushes any thing that is host-cached
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96 # this is a shortcut version, more fine-grained control is possible
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97 AssignBuffers(renderdata, mesh)
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98 renderdata.FlushAllMemory()
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99
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100 # Now we need to instantiate the shader as a pipeline object that is attached to a renderpass
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101 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass)
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102
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103 # the main render-loop will exit if we get a kill-signal from the OS
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104 while UpdateInputs():
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105
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106 # starts the drawing for the next frame and provides us necesseary framebuffer and commandbuffer objects in this scope
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107 WithNextFrame(framebuffer, commandbuffer):
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108
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109 # start the main (and only) renderpass we have, needs to know the target framebuffer and a commandbuffer
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110 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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111
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112 # now activate our shader-pipeline
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113 WithPipeline(commandbuffer, pipeline):
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114
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115 # and finally, draw the mesh and set a single parameter
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116 # more complicated setups with descriptors/uniforms are of course possible
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117 RenderWithPushConstant(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh, pushConstant = PushConstant(scale: 0.3))
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118
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119 # cleanup
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120 checkVkResult vkDeviceWaitIdle(vulkan.device)
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121 DestroyPipeline(pipeline)
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122 DestroyRenderData(renderdata)
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123 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
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124 DestroyVulkan()
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125
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126 ```
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127
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128 ## Future development
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129
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130 For now all features that I need are implemented. I will gradually add more
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131 stuff that I need, based on the games that I am developing. Here are a few
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132 things that I consider integrating at a later point, once I have gather some
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133 more experience what can/should be used across different projects:
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134
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135 - [ ] More support for glTF format (JPEG textures, animations, morphing)
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136 - [ ] Some often used utils like camera-controllers, offscreen-rendering, shadow-map rendering, etc.
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137 - [ ] Some UI-stuff
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138 - [ ] Controller support