annotate tests/test_vulkan_wrapper.nim @ 651:164bf40c664f

add: uncomment some of the prepared texture code, nice interface for scene-global shader values (aka uniforms
author Sam <sam@basx.dev>
date Fri, 05 May 2023 23:57:56 +0700
parents be6e0f89645a
children 81dc05b46b85
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1 import std/options
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2
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3 import semicongine
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4
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5 proc diagnostics(instance: Instance) =
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6 # diagnostic output
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7 # print basic driver infos
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8 echo "Layers"
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9 for layer in getLayers():
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10 echo " " & layer
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11 echo "Instance extensions"
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12 for extension in getInstanceExtensions():
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13 echo " " & extension
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14
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15 echo "Devices"
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16 for device in instance.getPhysicalDevices():
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17 echo " " & $device
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18 echo " Rating: " & $device.rateGraphics()
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19 echo " Extensions"
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20 for extension in device.getExtensions():
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21 echo " " & $extension
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22 echo " Properties"
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23 echo " " & $device.properties
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24 echo " Features"
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25 echo " " & $device.features
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26 echo " Queue families"
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27 for queueFamily in device.getQueueFamilies():
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28 echo " " & $queueFamily
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29 echo " Surface present modes"
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30 for mode in device.getSurfacePresentModes():
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31 echo " " & $mode
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32 echo " Surface formats"
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33 for format in device.getSurfaceFormats():
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34 echo " " & $format
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35
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36 proc scene_different_mesh_types(): Entity =
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37 result = newEntity("root",
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38 newEntity("triangle1", newMesh(
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39 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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40 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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41 )),
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42 newEntity("triangle1b", newMesh(
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43 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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44 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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45 )),
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46 newEntity("triangle2a", newMesh(
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47 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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48 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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49 indices=[[0'u16, 2'u16, 1'u16]]
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50 )),
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51 newEntity("triangle2b", newMesh(
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52 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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53 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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54 indices=[[0'u16, 2'u16, 1'u16]]
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55 )),
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56 newEntity("triangle3a", newMesh(
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57 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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58 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)],
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59 indices=[[0'u32, 2'u32, 1'u32]],
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60 autoResize=false
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61 )),
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62 newEntity("triangle3b", newMesh(
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63 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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64 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)],
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65 indices=[[0'u32, 2'u32, 1'u32]],
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66 autoResize=false
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67 )),
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68 )
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69 for mesh in allComponentsOfType[Mesh](result):
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70 mesh.setInstanceData("translate", @[newVec3f()])
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71
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72 proc scene_simple(): Entity =
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73 var mymesh1 = newMesh(
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74 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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75 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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76 )
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77 var mymesh2 = newMesh(
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78 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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79 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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80 )
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81 var mymesh3 = newMesh(
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82 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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83 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)],
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84 indices=[[0'u32, 1'u32, 2'u32]],
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85 autoResize=false
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86 )
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87 var mymesh4 = newMesh(
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88 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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89 colors=[newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0)],
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90 indices=[[0'u16, 1'u16, 2'u16]],
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91 instanceCount=2
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92 )
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93 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)])
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94 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)])
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95 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)])
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96 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)])
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97 result = newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1))
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98
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99 proc scene_primitives(): Entity =
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100 var r = rect(color="ff0000")
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101 var t = tri(color="0000ff")
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102 var c = circle(color="00ff00")
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103 setInstanceData[Vec3f](r, "translate", @[newVec3f(0.5, -0.3)])
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104 setInstanceData[Vec3f](t, "translate", @[newVec3f(0.3, 0.3)])
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105 setInstanceData[Vec3f](c, "translate", @[newVec3f(-0.3, 0.1)])
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106 result = newEntity("root", t, r, c)
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107
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108 proc main() =
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109 var engine = initEngine("Test")
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110
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111 # INIT RENDERER:
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112 const
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113 vertexInput = @[
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114 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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115 attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite),
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116 attr[Vec3f]("translate", perInstance=true)
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117 ]
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118 vertexOutput = @[attr[Vec3f]("outcolor")]
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119 uniforms = @[attr[float32]("time")]
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120 # samplers = @[attr[Sampler2DType]("my_little_texture")]
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121 fragOutput = @[attr[Vec4f]("color")]
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122 vertexCode = compileGlslShader(
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123 stage=VK_SHADER_STAGE_VERTEX_BIT,
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124 inputs=vertexInput,
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125 uniforms=uniforms,
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126 # samplers=samplers,
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127 outputs=vertexOutput,
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128 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;"""
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129 )
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130 fragmentCode = compileGlslShader(
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131 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
2df00e84757d fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
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132 inputs=vertexOutput,
2df00e84757d fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
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133 uniforms=uniforms,
650
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Sam <sam@basx.dev>
parents: 649
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134 # samplers=samplers,
585
2df00e84757d fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
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135 outputs=fragOutput,
650
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Sam <sam@basx.dev>
parents: 649
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136 # main="color = texture(my_little_texture, outcolor.xy) * 0.5 + vec4(outcolor, 1) * 0.5;"
be6e0f89645a add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
Sam <sam@basx.dev>
parents: 649
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137 main="color = vec4(outcolor, 1) * 0.5;"
585
2df00e84757d fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents: 584
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138 )
596
a89cd90af3cc did: simplify code
Sam <sam@basx.dev>
parents: 592
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139 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)
592
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Sam <sam@basx.dev>
parents: 590
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140 engine.setRenderer(renderPass)
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Sam <sam@basx.dev>
parents: 584
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141
590
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Sam <sam@basx.dev>
parents: 589
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142 # INIT SCENES
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Sam <sam@basx.dev>
parents: 649
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143 var scenes = [
be6e0f89645a add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
Sam <sam@basx.dev>
parents: 649
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144 newScene("simple", scene_simple()),
be6e0f89645a add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
Sam <sam@basx.dev>
parents: 649
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145 newScene("different mesh types", scene_different_mesh_types()),
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Sam <sam@basx.dev>
parents: 649
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146 newScene("primitives", scene_primitives())
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Sam <sam@basx.dev>
parents: 649
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147 ]
589
b434feaf2b67 did: finish refactoring of render pipeline, yipi! :)
Sam <sam@basx.dev>
parents: 588
diff changeset
148 for scene in scenes.mitems:
650
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Sam <sam@basx.dev>
parents: 649
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149 scene.addShaderGlobal("time", 0.0'f32)
590
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Sam <sam@basx.dev>
parents: 589
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150 engine.addScene(scene, vertexInput)
570
1cf928eb0a10 did: refactor rendering/scene concept
Sam <sam@basx.dev>
parents: 569
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151
576
677e4f7fb567 add: comments for further refactoring
Sam <sam@basx.dev>
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152 # MAINLOOP
572
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Sam <sam@basx.dev>
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153 echo "Setup successfull, start rendering"
589
b434feaf2b67 did: finish refactoring of render pipeline, yipi! :)
Sam <sam@basx.dev>
parents: 588
diff changeset
154 for i in 0 ..< 3:
650
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Sam <sam@basx.dev>
parents: 649
diff changeset
155 for scene in scenes.mitems:
589
b434feaf2b67 did: finish refactoring of render pipeline, yipi! :)
Sam <sam@basx.dev>
parents: 588
diff changeset
156 for i in 0 ..< 1000:
607
64eb53f81cf6 add: improvments and E10 (pong)
Sam <sam@basx.dev>
parents: 599
diff changeset
157 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
590
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Sam <sam@basx.dev>
parents: 589
diff changeset
158 engine.destroy()
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Sam <sam@basx.dev>
parents: 589
diff changeset
159 return
651
164bf40c664f add: uncomment some of the prepared texture code, nice interface for scene-global shader values (aka uniforms
Sam <sam@basx.dev>
parents: 650
diff changeset
160 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f)
592
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Sam <sam@basx.dev>
parents: 590
diff changeset
161 engine.renderScene(scene)
590
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Sam <sam@basx.dev>
parents: 589
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162 echo "Rendered ", engine.framesRendered, " frames"
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Sam <sam@basx.dev>
parents: 589
diff changeset
163 echo "Processed ", engine.eventsProcessed, " events"
575
eaedc0369c38 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents: 574
diff changeset
164
eaedc0369c38 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents: 574
diff changeset
165 # cleanup
557
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Sam <sam@basx.dev>
parents: 555
diff changeset
166 echo "Start cleanup"
588
008592db0442 did: big refactoring
Sam <sam@basx.dev>
parents: 587
diff changeset
167 engine.destroy()
590
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Sam <sam@basx.dev>
parents: 589
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168
1edf3e16144e add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
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diff changeset
169 when isMainModule:
1edf3e16144e add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
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diff changeset
170 main()