annotate tests/test_rendering.nim @ 1233:1cf698973dca

did: cleanup tests and old platform layer files
author sam <sam@basx.dev>
date Fri, 19 Jul 2024 21:25:42 +0700
parents 32a977c71ba5
children c70fee6568f6
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1 import std/os
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2 import std/sequtils
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3 import std/monotimes
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4 import std/times
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5 import std/options
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6 import std/random
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7
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8 import ../semiconginev2
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9
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10 proc test_01_triangle(nFrames: int, swapchain: var Swapchain) =
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11 var renderdata = InitRenderData()
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12
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13 type
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14 TrianglShader = object
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15 position {.VertexAttribute.}: Vec3f
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16 color {.VertexAttribute.}: Vec3f
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17 fragmentColor {.Pass.}: Vec3f
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18 outColor {.ShaderOutput.}: Vec4f
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19 # code
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20 vertexCode: string = """void main() {
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21 fragmentColor = color;
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22 gl_Position = vec4(position, 1);}"""
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23 fragmentCode: string = """void main() {
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24 outColor = vec4(fragmentColor, 1);}"""
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25 TriangleMesh = object
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26 position: GPUArray[Vec3f, VertexBuffer]
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27 color: GPUArray[Vec3f, VertexBuffer]
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28 var mesh = TriangleMesh(
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29 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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30 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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31 )
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32 AssignBuffers(renderdata, mesh)
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33 renderdata.FlushAllMemory()
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34
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35 var
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36 pipeline = CreatePipeline[TrianglShader](renderPass = swapchain.renderPass)
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37
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38 var c = 0
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39 while UpdateInputs() and c < nFrames:
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40 WithNextFrame(swapchain, framebuffer, commandbuffer):
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41 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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42 WithPipeline(commandbuffer, pipeline):
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43 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
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44 inc c
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45
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46 # cleanup
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47 checkVkResult vkDeviceWaitIdle(vulkan.device)
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48 DestroyPipeline(pipeline)
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49 DestroyRenderData(renderdata)
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50
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51
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52 proc test_02_triangle_quad_instanced(nFrames: int, swapchain: var Swapchain) =
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53 var renderdata = InitRenderData()
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54
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55 type
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56 SomeShader = object
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57 position {.VertexAttribute.}: Vec3f
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58 color {.VertexAttribute.}: Vec3f
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59 pos {.InstanceAttribute.}: Vec3f
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60 scale {.InstanceAttribute.}: float32
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61 fragmentColor {.Pass.}: Vec3f
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62 outColor {.ShaderOutput.}: Vec4f
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63 # code
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64 vertexCode: string = """void main() {
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65 fragmentColor = color;
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66 gl_Position = vec4((position * scale) + pos, 1);}"""
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67 fragmentCode: string = """void main() {
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68 outColor = vec4(fragmentColor, 1);}"""
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69 TriangleMesh = object
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70 position: GPUArray[Vec3f, VertexBuffer]
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71 color: GPUArray[Vec3f, VertexBuffer]
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72 QuadMesh = object
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73 position: GPUArray[Vec3f, VertexBuffer]
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74 color: GPUArray[Vec3f, VertexBuffer]
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75 indices: GPUArray[uint16, IndexBuffer]
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76 Instances = object
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77 pos: GPUArray[Vec3f, VertexBuffer]
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78 scale: GPUArray[float32, VertexBuffer]
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79 var tri = TriangleMesh(
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80 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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81 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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82 )
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83 var quad = QuadMesh(
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84 position: asGPUArray([NewVec3f(-0.3, -0.3), NewVec3f(-0.3, 0.3), NewVec3f(0.3, 0.3), NewVec3f(0.3, -0.3)], VertexBuffer),
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85 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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86 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer),
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87 )
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88
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89 var instancesA: Instances
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90 for n in 1..100:
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91 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32))
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92 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32)
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93 var instancesB: Instances
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94 for n in 1..100:
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95 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32))
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96 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32)
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97
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98 AssignBuffers(renderdata, tri)
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99 AssignBuffers(renderdata, quad)
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100 AssignBuffers(renderdata, instancesA)
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101 AssignBuffers(renderdata, instancesB)
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102 renderdata.FlushAllMemory()
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103
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104 var pipeline = CreatePipeline[SomeShader](renderPass = swapchain.renderPass)
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105
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106 var c = 0
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107 while UpdateInputs() and c < nFrames:
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108 WithNextFrame(swapchain, framebuffer, commandbuffer):
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109 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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110 WithPipeline(commandbuffer, pipeline):
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111 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA)
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112 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB)
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113 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA)
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114 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB)
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115 inc c
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116
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117 # cleanup
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118 checkVkResult vkDeviceWaitIdle(vulkan.device)
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119 DestroyPipeline(pipeline)
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120 DestroyRenderData(renderdata)
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121
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122 proc test_03_simple_descriptorset(nFrames: int, swapchain: var Swapchain) =
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123 var renderdata = InitRenderData()
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124
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125 type
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126 Material = object
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127 baseColor: Vec3f
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128
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129 Uniforms = object
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130 material: GPUValue[Material, UniformBuffer]
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131 texture1: Image[TVec4[uint8]]
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132
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133 QuadShader = object
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134 position {.VertexAttribute.}: Vec3f
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135 fragmentColor {.Pass.}: Vec3f
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136 uv {.Pass.}: Vec2f
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137 outColor {.ShaderOutput.}: Vec4f
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138 descriptorSets {.DescriptorSets.}: (Uniforms, )
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139 # code
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140 vertexCode: string = """void main() {
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141 fragmentColor = material.baseColor;
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142 gl_Position = vec4(position, 1);
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143 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5;
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144 uv = position.xy + 0.5;
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145 }"""
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146 fragmentCode: string = """void main() {
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147 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}"""
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148 QuadMesh = object
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149 position: GPUArray[Vec3f, VertexBuffer]
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150 indices: GPUArray[uint16, IndexBuffer]
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151
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152 let R = TVec4[uint8]([255'u8, 0'u8, 0'u8, 255'u8])
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153 let G = TVec4[uint8]([0'u8, 255'u8, 0'u8, 255'u8])
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154 let B = TVec4[uint8]([0'u8, 0'u8, 255'u8, 255'u8])
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155 let W = TVec4[uint8]([255'u8, 255'u8, 255'u8, 255'u8])
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156 var
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157 quad = QuadMesh(
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158 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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159 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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160 )
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161 uniforms1 = asDescriptorSet(
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162 Uniforms(
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163 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer),
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164 texture1: Image[TVec4[uint8]](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST),
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165 )
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166 )
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167 uniforms2 = asDescriptorSet(
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168 Uniforms(
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169 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer),
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170 texture1: Image[TVec4[uint8]](width: 2, height: 2, data: @[R, G, B, W]),
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171 )
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172 )
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173
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174 AssignBuffers(renderdata, quad)
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175 AssignBuffers(renderdata, uniforms1)
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176 AssignBuffers(renderdata, uniforms2)
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177 UploadImages(renderdata, uniforms1)
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178 UploadImages(renderdata, uniforms2)
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179 renderdata.FlushAllMemory()
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180
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181 var pipeline = CreatePipeline[QuadShader](renderPass = swapchain.renderPass)
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182
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183 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
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184 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2)
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185
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186 var c = 0
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187 while UpdateInputs() and c < nFrames:
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188 WithNextFrame(swapchain, framebuffer, commandbuffer):
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189 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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190 WithPipeline(commandbuffer, pipeline):
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191 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF):
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192 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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193 WithBind(commandbuffer, (uniforms2, ), pipeline, swapchain.currentFiF):
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194 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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195 inc c
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196
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197 # cleanup
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198 checkVkResult vkDeviceWaitIdle(vulkan.device)
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199 DestroyPipeline(pipeline)
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200 DestroyRenderData(renderdata)
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201
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202 proc test_04_multiple_descriptorsets(nFrames: int, swapchain: var Swapchain) =
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203 var renderdata = InitRenderData()
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204
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205 type
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206 RenderSettings = object
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207 brigthness: float32
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208 Material = object
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209 baseColor: Vec3f
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210 ObjectSettings = object
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211 scale: float32
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212 materialIndex: uint32
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213 Constants = object
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214 offset: Vec2f
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215
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216 ConstSet = object
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217 constants: GPUValue[Constants, UniformBuffer]
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218 MainSet = object
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219 renderSettings: GPUValue[RenderSettings, UniformBufferMapped]
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220 material: array[2, GPUValue[Material, UniformBuffer]]
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221 texture1: array[2, Image[TVec1[uint8]]]
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222 OtherSet = object
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223 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped]
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224
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225 QuadShader = object
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226 position {.VertexAttribute.}: Vec3f
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227 fragmentColor {.Pass.}: Vec3f
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228 uv {.Pass.}: Vec2f
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229 outColor {.ShaderOutput.}: Vec4f
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230 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet)
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231 # code
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232 vertexCode: string = """void main() {
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233 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness;
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234 gl_Position = vec4(position * objectSettings.scale, 1);
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235 gl_Position.xy += constants.offset.xy;
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236 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5;
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237 uv = position.xy + 0.5;
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238 }"""
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239 fragmentCode: string = """void main() {
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240 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1);
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241 }"""
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242 QuadMesh = object
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243 position: GPUArray[Vec3f, VertexBuffer]
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244 indices: GPUArray[uint16, IndexBuffer]
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245
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246 var quad = QuadMesh(
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247 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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248 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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249 )
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250 var constset = asDescriptorSet(
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251 ConstSet(
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252 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer),
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253 )
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254 )
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255 let G = TVec1[uint8]([50'u8])
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256 let W = TVec1[uint8]([255'u8])
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257 var mainset = asDescriptorSet(
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258 MainSet(
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259 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped),
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260 material: [
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261 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer),
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262 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer),
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263 ],
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264 texture1: [
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265 Image[TVec1[uint8]](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST),
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266 Image[TVec1[uint8]](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], interpolation: VK_FILTER_NEAREST),
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267 ],
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268 ),
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269 )
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270 var otherset1 = asDescriptorSet(
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271 OtherSet(
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272 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped),
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273 )
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274 )
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275 var otherset2 = asDescriptorSet(
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276 OtherSet(
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277 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped),
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278 )
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279 )
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280
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281 AssignBuffers(renderdata, quad)
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282 AssignBuffers(renderdata, constset)
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283 AssignBuffers(renderdata, mainset)
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284 AssignBuffers(renderdata, otherset1)
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285 AssignBuffers(renderdata, otherset2)
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286 UploadImages(renderdata, mainset)
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287 renderdata.FlushAllMemory()
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288
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289 var pipeline = CreatePipeline[QuadShader](renderPass = swapchain.renderPass)
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290
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291 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset)
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292 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset)
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diff changeset
293 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
294 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2)
1205
f7530247a21f did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents: 1204
diff changeset
295
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
296 var c = 0
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
297 while UpdateInputs() and c < nFrames:
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
298 TimeAndLog:
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
299 WithNextFrame(swapchain, framebuffer, commandbuffer):
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
300 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
301 WithPipeline(commandbuffer, pipeline):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
302 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline, swapchain.currentFiF):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
303 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
304 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline, swapchain.currentFiF):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
305 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
306 mainset.data.renderSettings.data.brigthness = (c.float32 / nFrames.float32)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
307 otherset1.data.objectSettings.data.scale = 0.5 + (c.float32 / nFrames.float32)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
308 UpdateGPUBuffer(mainset.data.renderSettings)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
309 UpdateGPUBuffer(otherset1.data.objectSettings)
1205
f7530247a21f did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents: 1204
diff changeset
310 renderdata.FlushAllMemory()
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
311 inc c
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
312
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
313 # cleanup
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
314 checkVkResult vkDeviceWaitIdle(vulkan.device)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
315 DestroyPipeline(pipeline)
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
316 DestroyRenderData(renderdata)
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
317
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
318 proc test_05_cube(nFrames: int, swapchain: var Swapchain) =
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
319 type
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
320
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
321 UniformData = object
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
322 mvp: Mat4
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
323 Uniforms = object
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
324 data: GPUValue[UniformData, UniformBufferMapped]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
325 CubeShader = object
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
326 position {.VertexAttribute.}: Vec3f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
327 color {.VertexAttribute.}: Vec4f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
328 fragmentColor {.Pass.}: Vec4f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
329 outColor {.ShaderOutput.}: Vec4f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
330 descriptorSets {.DescriptorSets.}: (Uniforms, )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
331 # code
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sam <sam@basx.dev>
parents: 1230
diff changeset
332 vertexCode = """void main() {
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
333 fragmentColor = color;
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
334 gl_Position = vec4(position, 1) * data.mvp;
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
335 }"""
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
336 fragmentCode = """void main() {
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
337 outColor = fragmentColor;
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
338 }"""
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
339 Mesh = object
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
340 position: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
341 normals: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
342 color: GPUArray[Vec4f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
343
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
344 let quad = @[
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
345 NewVec3f(-0.5, -0.5), NewVec3f(-0.5, +0.5), NewVec3f(+0.5, +0.5),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
346 NewVec3f(+0.5, +0.5), NewVec3f(+0.5, -0.5), NewVec3f(-0.5, -0.5),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
347 ]
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
348 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] =
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
349 for v in data:
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
350 result.add mat * v
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
351
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
352 var
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
353 vertices: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
354 colors: seq[Vec4f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
355 normals: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
356
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
357 # front, red
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
358 vertices.add quad.transf(Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
359 colors.add newSeqWith(6, NewVec4f(1, 0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
360 normals.add newSeqWith(6, NewVec3f(0, 0, -1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
361
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
362 # back, cyan
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
363 vertices.add quad.transf(Rotate(PI, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
364 colors.add newSeqWith(6, NewVec4f(0, 1, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
365 normals.add newSeqWith(6, NewVec3f(0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
366
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
367 # right, green
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
368 vertices.add quad.transf(Rotate(PI / 2, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
369 colors.add newSeqWith(6, NewVec4f(0, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
370 normals.add newSeqWith(6, NewVec3f(-1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
371
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
372 # left, magenta
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
373 vertices.add quad.transf(Rotate(-PI / 2, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
374 colors.add newSeqWith(6, NewVec4f(1, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
375 normals.add newSeqWith(6, NewVec3f(1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
376
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
377 # bottom, blue
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
378 vertices.add quad.transf(Rotate(PI / 2, X) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
379 colors.add newSeqWith(6, NewVec4f(0, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
380 normals.add newSeqWith(6, NewVec3f(0, -1, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
381
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
382 # top, yellow
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
383 vertices.add quad.transf(Rotate(-PI / 2, X) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
384 colors.add newSeqWith(6, NewVec4f(1, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
385 normals.add newSeqWith(6, NewVec3f(0, 1, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
386
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
387 var renderdata = InitRenderData()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
388
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
389 var mesh = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
390 position: asGPUArray(vertices, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
391 color: asGPUArray(colors, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
392 normals: asGPUArray(normals, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
393 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
394 AssignBuffers(renderdata, mesh)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
395
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
396 var floor = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
397 position: asGPUArray(quad.transf(Scale(10, 10, 10) * Rotate(-PI / 2, X) * Translate(0, 0, 0.05)), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
398 color: asGPUArray(newSeqWith(6, NewVec4f(0.1, 0.1, 0.1, 1)), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
399 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
400 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
401 AssignBuffers(renderdata, floor)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
402
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
403 var uniforms1 = asDescriptorSet(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
404 Uniforms(
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
405 data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
406 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
407 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
408 AssignBuffers(renderdata, uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
409
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
410 renderdata.FlushAllMemory()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
411
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
412 var pipeline = CreatePipeline[CubeShader](renderPass = swapchain.renderPass)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
413 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
414
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
415 var c = 0
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
416 var tStart = getMonoTime()
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
417 var t = tStart
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
418 while UpdateInputs() and c < nFrames:
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
419
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
420 let tStartLoop = getMonoTime() - tStart
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
421
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
422 uniforms1.data.data.data.mvp = (
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
423 Perspective(-PI / 2, GetAspectRatio(swapchain), 0.01, 100) *
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
424 Translate(0, 0, 2) *
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
425 Rotate(PI / 4, X) *
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
426 Rotate(PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y)
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
427 )
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
428 UpdateGPUBuffer(uniforms1.data.data, flush = true)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
429 WithNextFrame(swapchain, framebuffer, commandbuffer):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
430 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
431 WithPipeline(commandbuffer, pipeline):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
432 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
433 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
434 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor)
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
435
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
436 let tEndLoop = getMonoTime() - tStart
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
437 let looptime = tEndLoop - tStartLoop
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
438 let waitTime = 16_666 - looptime.inMicroseconds
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
439 if waitTime > 0:
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
440 echo "sleep ", waitTime / 1000
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
441 sleep((waitTime / 1000).int)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
442 inc c
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
443
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
444 # cleanup
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
445 checkVkResult vkDeviceWaitIdle(vulkan.device)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
446 DestroyPipeline(pipeline)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
447 DestroyRenderData(renderdata)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
448
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
449 proc test_06_triangle_2pass(nFrames: int, depthBuffer: bool, samples: VkSampleCountFlagBits) =
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
450 var
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
451 (offscreenRP, presentRP) = CreateIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
452 swapchain = InitSwapchain(renderpass = presentRP).get()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
453
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
454 var renderdata = InitRenderData()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
455
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
456 type
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
457 Uniforms = object
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
458 frameTexture: Image[TVec4[uint8]]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
459 TriangleShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
460 position {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
461 color {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
462 fragmentColor {.Pass.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
463 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
464 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
465 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
466 fragmentColor = color;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
467 gl_Position = vec4(position, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
468 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
469 outColor = vec4(fragmentColor, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
470 PresentShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
471 position {.VertexAttribute.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
472 uv {.Pass.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
473 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
474 descriptorSets {.DescriptorSets.}: (Uniforms, )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
475 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
476 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
477 uv = ((position + 1) * 0.5) * vec2(1, -1);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
478 gl_Position = vec4(position, 0, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
479 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
480 vec2 uv1 = uv + vec2(0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
481 vec2 uv2 = uv + vec2(0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
482 vec2 uv3 = uv + vec2(-0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
483 vec2 uv4 = uv + vec2(-0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
484 outColor = (
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
485 texture(frameTexture, uv1) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
486 texture(frameTexture, uv2) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
487 texture(frameTexture, uv3) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
488 texture(frameTexture, uv4)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
489 ) / 4;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
490 }"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
491 TriangleMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
492 position: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
493 color: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
494 QuadMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
495 position: GPUArray[Vec2f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
496 indices: GPUArray[uint16, IndexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
497 var mesh = TriangleMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
498 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
499 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
500 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
501 var quad = QuadMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
502 position: asGPUArray([NewVec2f(-1, -1), NewVec2f(-1, 1), NewVec2f(1, 1), NewVec2f(1, -1)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
503 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
504 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
505 var uniforms1 = asDescriptorSet(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
506 Uniforms(
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
507 frameTexture: Image[TVec4[uint8]](width: swapchain.width, height: swapchain.height, isRenderTarget: true),
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
508 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
509 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
510 AssignBuffers(renderdata, mesh)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
511 AssignBuffers(renderdata, quad)
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
512 UploadImages(renderdata, uniforms1)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
513 renderdata.FlushAllMemory()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
514
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
515 var
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
516 drawPipeline = CreatePipeline[TriangleShader](renderPass = offscreenRP)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
517 presentPipeline = CreatePipeline[PresentShader](renderPass = presentRP)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
518
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
519 InitDescriptorSet(renderdata, presentPipeline.descriptorSetLayouts[0], uniforms1)
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
520
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
521 # create depth buffer images (will not use the one in the swapchain
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
522 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
523 depthImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
524 depthImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
525 depthMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
526 if offscreenRP.depthBuffer:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
527 depthImage = svkCreate2DImage(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
528 width = swapchain.width,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
529 height = swapchain.height,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
530 format = DEPTH_FORMAT,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
531 usage = [VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT],
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
532 samples = offscreenRP.samples,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
533 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
534 let requirements = svkGetImageMemoryRequirements(depthImage)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
535 depthMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
536 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
537 BestMemory(mappable = false, filter = requirements.memoryTypes)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
538 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
539 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
540 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
541 depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
542 depthMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
543 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
544 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
545 depthImageView = svkCreate2DImageView(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
546 image = depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
547 format = DEPTH_FORMAT,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
548 aspect = VK_IMAGE_ASPECT_DEPTH_BIT
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
549 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
550
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
551 # create msaa images (will not use the one in the swapchain
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
552 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
553 msaaImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
554 msaaImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
555 msaaMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
556 if offscreenRP.samples != VK_SAMPLE_COUNT_1_BIT:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
557 msaaImage = svkCreate2DImage(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
558 width = swapchain.width,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
559 height = swapchain.height,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
560 format = SURFACE_FORMAT,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
561 usage = [VK_IMAGE_USAGE_SAMPLED_BIT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT],
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
562 samples = offscreenRP.samples,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
563 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
564 let requirements = svkGetImageMemoryRequirements(msaaImage)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
565 msaaMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
566 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
567 BestMemory(mappable = false, filter = requirements.memoryTypes)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
568 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
569 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
570 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
571 msaaImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
572 msaaMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
573 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
574 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
575 msaaImageView = svkCreate2DImageView(image = msaaImage, format = SURFACE_FORMAT)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
576
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
577 var attachments: seq[VkImageView]
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
578 if offscreenRP.samples == VK_SAMPLE_COUNT_1_BIT:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
579 if offscreenRP.depthBuffer:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
580 attachments = @[uniforms1.data.frameTexture.imageview, depthImageView]
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
581 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
582 attachments = @[uniforms1.data.frameTexture.imageview]
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
583 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
584 if offscreenRP.depthBuffer:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
585 attachments = @[msaaImageView, depthImageView, uniforms1.data.frameTexture.imageview]
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
586 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
587 attachments = @[msaaImageView, uniforms1.data.frameTexture.imageview]
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
588 echo attachments
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
589 var offscreenFB = svkCreateFramebuffer(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
590 offscreenRP.vk,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
591 swapchain.width,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
592 swapchain.height,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
593 attachments
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
594 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
595
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
596 var c = 0
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
597 while UpdateInputs() and c < nFrames:
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
598
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
599 TimeAndLog:
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
600 WithNextFrame(swapchain, framebuffer, commandbuffer):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
601
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
602 WithRenderPass(offscreenRP, offscreenFB, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
603 WithPipeline(commandbuffer, drawPipeline):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
604 Render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
605
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
606 WithRenderPass(presentRP, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
607 WithPipeline(commandbuffer, presentPipeline):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
608 WithBind(commandbuffer, (uniforms1, ), presentPipeline, swapchain.currentFiF):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
609 Render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
610 inc c
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
611
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
612 # cleanup
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
613 checkVkResult vkDeviceWaitIdle(vulkan.device)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
614 DestroyPipeline(presentPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
615 DestroyPipeline(drawPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
616 DestroyRenderData(renderdata)
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
617 if depthImage.Valid:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
618 vkDestroyImageView(vulkan.device, depthImageView, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
619 vkDestroyImage(vulkan.device, depthImage, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
620 vkFreeMemory(vulkan.device, depthMemory, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
621 if msaaImage.Valid:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
622 vkDestroyImageView(vulkan.device, msaaImageView, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
623 vkDestroyImage(vulkan.device, msaaImage, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
624 vkFreeMemory(vulkan.device, msaaMemory, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
625 vkDestroyRenderPass(vulkan.device, offscreenRP.vk, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
626 vkDestroyRenderPass(vulkan.device, presentRP.vk, nil)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
627 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
628 DestroySwapchain(swapchain)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
629
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
630 when isMainModule:
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
631 var nFrames = 3000
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
632 InitVulkan()
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
633
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
634 var mainRenderpass: RenderPass
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
635 var renderPasses = [
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
636 # (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
637 # (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT),
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
638 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT),
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
639 # (depthBuffer: true, samples: VK_SAMPLE_COUNT_4_BIT),
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
640 ]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
641
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
642 # test normal
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
643 for i, (depthBuffer, samples) in renderPasses:
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
644 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
645 var swapchain = InitSwapchain(renderpass = renderpass).get()
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
646
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
647 #[
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
648 # tests a simple triangle with minimalistic shader and vertex format
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
649 test_01_triangle(nFrames, swapchain)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
650
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
651 # tests instanced triangles and quads, mixing meshes and instances
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
652 test_02_triangle_quad_instanced(nFrames, swapchain)
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
653
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
654 # teste descriptor sets
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
655 test_03_simple_descriptorset(nFrames, swapchain)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
656
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
657 # tests multiple descriptor sets and arrays
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
658 test_04_multiple_descriptorsets(nFrames, swapchain)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
659 ]#
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
660
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
661 # rotating cube
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
662 test_05_cube(999999999, swapchain)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
663
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
664 checkVkResult vkDeviceWaitIdle(vulkan.device)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
665 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
666 DestroySwapchain(swapchain)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
667
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
668 # test multiple render passes
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
669 # for i, (depthBuffer, samples) in renderPasses:
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
670 # test_06_triangle_2pass(nFrames, depthBuffer, samples)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
671
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
672 DestroyVulkan()