annotate tests/test_vulkan_wrapper.nim @ 303:1fa734fe4384

fix: wrong path for glsl on windows
author Sam <sam@basx.dev>
date Sun, 25 Jun 2023 09:26:19 -0700
parents bfcb41211c5b
children da0bd61abe91
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
rev   line source
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1 import std/tables
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2
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3 import semicongine
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4
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5 proc scene_different_mesh_types(): Entity =
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6 result = newEntity("root",
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7 newEntity("triangle1", newMesh(
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8 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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9 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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10 )),
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11 newEntity("triangle1b", newMesh(
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12 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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13 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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14 )),
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15 newEntity("triangle2a", newMesh(
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16 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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17 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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18 indices=[[0'u16, 2'u16, 1'u16]]
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19 )),
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20 newEntity("triangle2b", newMesh(
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21 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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22 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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23 indices=[[0'u16, 2'u16, 1'u16]]
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24 )),
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25 newEntity("triangle3a", newMesh(
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26 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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27 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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28 indices=[[0'u32, 2'u32, 1'u32]],
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29 autoResize=false
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30 )),
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31 newEntity("triangle3b", newMesh(
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32 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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33 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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34 indices=[[0'u32, 2'u32, 1'u32]],
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35 autoResize=false
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36 )),
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37 )
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38 for mesh in allComponentsOfType[Mesh](result):
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39 mesh.setInstanceData("translate", @[newVec3f()])
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40
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41 proc scene_simple(): Entity =
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42 var mymesh1 = newMesh(
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43 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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44 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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45 )
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46 var mymesh2 = 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=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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49 )
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50 var mymesh3 = newMesh(
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51 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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52 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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53 indices=[[0'u32, 1'u32, 2'u32]],
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54 autoResize=false
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55 )
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56 var mymesh4 = newMesh(
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57 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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58 colors=[newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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59 indices=[[0'u16, 1'u16, 2'u16]],
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60 instanceCount=2
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61 )
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62 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)])
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63 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)])
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64 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)])
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65 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)])
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66 result = newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1))
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67
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68 proc scene_primitives(): Entity =
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69 var r = rect(color="ff0000")
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70 var t = tri(color="0000ff")
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71 var c = circle(color="00ff00")
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72
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73 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)])
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74 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)])
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75 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)])
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76 result = newEntity("root", t, r, c)
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77
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78 proc scene_flag(): Entity =
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79 var r = rect(color="ff0000")
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80 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)])
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81 result = newEntity("root", r)
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82
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83 proc main() =
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84 var engine = initEngine("Test")
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85
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86 # INIT RENDERER:
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87 const
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88 vertexInput = @[
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89 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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90 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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91 attr[Vec3f]("translate", perInstance=true)
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92 ]
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93 vertexOutput = @[attr[Vec4f]("outcolor")]
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94 uniforms = @[attr[float32]("time")]
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95 samplers = @[attr[Sampler2DType]("my_little_texture")]
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96 fragOutput = @[attr[Vec4f]("color")]
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97 vertexCode = compileGlslShader(
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98 stage=VK_SHADER_STAGE_VERTEX_BIT,
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99 inputs=vertexInput,
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100 uniforms=uniforms,
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101 samplers=samplers,
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102 outputs=vertexOutput,
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103 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;"""
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104 )
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105 fragmentCode = compileGlslShader(
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106 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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107 inputs=vertexOutput,
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108 uniforms=uniforms,
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109 samplers=samplers,
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110 outputs=fragOutput,
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111 main="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;"
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112 )
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113 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)
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114 engine.setRenderer(renderPass)
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115
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116 # INIT SCENES
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117 var scenes = [
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118 newScene("simple", scene_simple()),
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119 newScene("different mesh types", scene_different_mesh_types()),
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120 newScene("primitives", scene_primitives()),
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121 newScene("flag", scene_flag()),
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122 ]
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123 var sampler = DefaultSampler()
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124 sampler.magnification = VK_FILTER_NEAREST
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125 sampler.minification = VK_FILTER_NEAREST
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126 for scene in scenes.mitems:
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127 scene.addShaderGlobal("time", 0.0'f32)
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parents: 191
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128 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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129 scene.addMaterial(Material(name: "my_material", textures: {"my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[
191
81dc05b46b85 add: texture testing, not working yet, something update un-updated descritors (even though we write the descriptors man!)
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130 R, R, R, R, R,
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parents: 191
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131 R, R, W, R, R,
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parents: 191
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132 R, W, W, W, R,
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parents: 191
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133 R, R, W, R, R,
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81dc05b46b85 add: texture testing, not working yet, something update un-updated descritors (even though we write the descriptors man!)
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parents: 190
diff changeset
134 R, R, R, R, R,
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Sam <sam@basx.dev>
parents: 253
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135 ]), sampler: sampler)}.toTable))
bfcb41211c5b add: final font-rendering, API changes fixed
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parents: 253
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136 engine.addScene(scene, vertexInput, samplers, transformAttribute="")
109
8d24727c9795 did: refactor rendering/scene concept
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parents: 108
diff changeset
137
115
e18538442837 add: comments for further refactoring
Sam <sam@basx.dev>
parents: 114
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138 # MAINLOOP
111
6fd10b7e2d6a did: allow runtime shader-input definitions
Sam <sam@basx.dev>
parents: 109
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139 echo "Setup successfull, start rendering"
128
9901ec3831d1 did: finish refactoring of render pipeline, yipi! :)
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parents: 127
diff changeset
140 for i in 0 ..< 3:
189
df92519d4d68 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: 188
diff changeset
141 for scene in scenes.mitems:
128
9901ec3831d1 did: finish refactoring of render pipeline, yipi! :)
Sam <sam@basx.dev>
parents: 127
diff changeset
142 for i in 0 ..< 1000:
146
253dd797e719 add: improvments and E10 (pong)
Sam <sam@basx.dev>
parents: 138
diff changeset
143 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
129
15d37022625c add: input handling, small refactoring for renderer
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parents: 128
diff changeset
144 engine.destroy()
15d37022625c add: input handling, small refactoring for renderer
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parents: 128
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145 return
190
8f2eaf0d2808 add: uncomment some of the prepared texture code, nice interface for scene-global shader values (aka uniforms
Sam <sam@basx.dev>
parents: 189
diff changeset
146 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f)
131
11666d28e04d add: recreation of swapchain (at least on linux, windows will likely fail, needs testing
Sam <sam@basx.dev>
parents: 129
diff changeset
147 engine.renderScene(scene)
129
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parents: 128
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148 echo "Rendered ", engine.framesRendered, " frames"
15d37022625c add: input handling, small refactoring for renderer
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parents: 128
diff changeset
149 echo "Processed ", engine.eventsProcessed, " events"
114
056e08dfad10 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents: 113
diff changeset
150
056e08dfad10 yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents: 113
diff changeset
151 # cleanup
96
b9fc90de1450 add: swapchain API, more refactoring
Sam <sam@basx.dev>
parents: 94
diff changeset
152 echo "Start cleanup"
127
5871acc2977e did: big refactoring
Sam <sam@basx.dev>
parents: 126
diff changeset
153 engine.destroy()
129
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parents: 128
diff changeset
154
15d37022625c add: input handling, small refactoring for renderer
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parents: 128
diff changeset
155 when isMainModule:
15d37022625c add: input handling, small refactoring for renderer
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parents: 128
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156 main()