Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 146:253dd797e719
add: improvments and E10 (pong)
author | Sam <sam@basx.dev> |
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date | Thu, 27 Apr 2023 00:23:23 +0700 |
parents | 62bc83b8a8c7 |
children | 061054515d28 |
rev | line source |
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96 | 1 import std/options |
2 | |
117 | 3 import semicongine |
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4 |
104 | 5 proc diagnostics(instance: Instance) = |
94 | 6 # diagnostic output |
115 | 7 # print basic driver infos |
8 echo "Layers" | |
9 for layer in getLayers(): | |
10 echo " " & layer | |
11 echo "Instance extensions" | |
12 for extension in getInstanceExtensions(): | |
13 echo " " & extension | |
14 | |
93 | 15 echo "Devices" |
16 for device in instance.getPhysicalDevices(): | |
17 echo " " & $device | |
96 | 18 echo " Rating: " & $device.rateGraphics() |
93 | 19 echo " Extensions" |
20 for extension in device.getExtensions(): | |
21 echo " " & $extension | |
96 | 22 echo " Properties" |
23 echo " " & $device.getProperties() | |
24 echo " Features" | |
25 echo " " & $device.getFeatures() | |
93 | 26 echo " Queue families" |
27 for queueFamily in device.getQueueFamilies(): | |
28 echo " " & $queueFamily | |
94 | 29 echo " Surface present modes" |
96 | 30 for mode in device.getSurfacePresentModes(): |
94 | 31 echo " " & $mode |
32 echo " Surface formats" | |
96 | 33 for format in device.getSurfaceFormats(): |
94 | 34 echo " " & $format |
93 | 35 |
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36 proc scene_different_mesh_types(): Entity = |
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37 result = newEntity("root", |
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38 newEntity("triangle1", newMesh( |
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39 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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40 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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41 )), |
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42 newEntity("triangle1b", newMesh( |
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43 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
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44 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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45 )), |
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46 newEntity("triangle2a", newMesh( |
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47 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
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48 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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49 indices=[[0'u16, 2'u16, 1'u16]] |
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50 )), |
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51 newEntity("triangle2b", newMesh( |
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52 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
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53 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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54 indices=[[0'u16, 2'u16, 1'u16]] |
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55 )), |
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56 newEntity("triangle3a", newMesh( |
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57 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
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58 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], |
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59 indices=[[0'u32, 2'u32, 1'u32]], |
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60 autoResize=false |
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61 )), |
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62 newEntity("triangle3b", newMesh( |
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63 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
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64 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], |
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65 indices=[[0'u32, 2'u32, 1'u32]], |
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66 autoResize=false |
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67 )), |
113
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68 ) |
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69 for mesh in allComponentsOfType[Mesh](result): |
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70 mesh.setInstanceData("translate", @[newVec3f()]) |
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71 |
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72 proc scene_simple(): Entity = |
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73 var mymesh1 = newMesh( |
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74 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
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75 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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76 ) |
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77 var mymesh2 = newMesh( |
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78 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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79 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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80 ) |
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81 var mymesh3 = newMesh( |
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82 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
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83 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], |
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84 indices=[[0'u32, 1'u32, 2'u32]], |
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85 autoResize=false |
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86 ) |
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87 var mymesh4 = newMesh( |
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88 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
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89 colors=[newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0)], |
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90 indices=[[0'u16, 1'u16, 2'u16]], |
125 | 91 instanceCount=2 |
124
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92 ) |
126 | 93 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) |
94 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) | |
95 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)]) | |
96 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)]) | |
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97 result = newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1)) |
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98 |
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99 proc scene_primitives(): Entity = |
125 | 100 var r = rect(color="ff0000") |
101 var t = tri(color="0000ff") | |
102 var c = circle(color="00ff00") | |
126 | 103 setInstanceData[Vec3f](r, "translate", @[newVec3f(0.5, -0.3)]) |
104 setInstanceData[Vec3f](t, "translate", @[newVec3f(0.3, 0.3)]) | |
105 setInstanceData[Vec3f](c, "translate", @[newVec3f(-0.3, 0.1)]) | |
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106 result = newEntity("root", t, r, c) |
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107 |
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108 proc main() = |
127 | 109 var engine = initEngine("Test") |
124
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110 |
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111 # INIT RENDERER: |
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112 const |
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113 vertexInput = @[ |
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114 attr[Vec3f]("position", memoryLocation=VRAM), |
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115 attr[Vec3f]("color", memoryLocation=RAM), |
125 | 116 attr[Vec3f]("translate", perInstance=true) |
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117 ] |
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118 vertexOutput = @[attr[Vec3f]("outcolor")] |
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119 uniforms = @[attr[float32]("time")] |
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120 fragOutput = @[attr[Vec4f]("color")] |
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121 vertexCode = compileGlslShader( |
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122 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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123 inputs=vertexInput, |
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124 uniforms=uniforms, |
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125 outputs=vertexOutput, |
127 | 126 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" |
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127 ) |
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128 fragmentCode = compileGlslShader( |
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129 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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130 inputs=vertexOutput, |
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131 uniforms=uniforms, |
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132 outputs=fragOutput, |
127 | 133 main="color = vec4(outcolor, 1);" |
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134 ) |
135 | 135 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) |
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136 engine.setRenderer(renderPass) |
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137 |
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138 # INIT SCENES |
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139 var scenes = [scene_simple(), scene_different_mesh_types(), scene_primitives()] |
127 | 140 var time = initShaderGlobal("time", 0.0'f32) |
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141 for scene in scenes.mitems: |
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142 scene.components.add time |
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143 engine.addScene(scene, vertexInput) |
109 | 144 |
115 | 145 # MAINLOOP |
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146 echo "Setup successfull, start rendering" |
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147 for i in 0 ..< 3: |
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148 for scene in scenes: |
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149 for i in 0 ..< 1000: |
146 | 150 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
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151 engine.destroy() |
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152 return |
146 | 153 setValue[float32](time.value, get[float32](time.value) + 0.0005) |
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154 engine.renderScene(scene) |
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155 echo "Rendered ", engine.framesRendered, " frames" |
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156 echo "Processed ", engine.eventsProcessed, " events" |
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157 |
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158 # cleanup |
96 | 159 echo "Start cleanup" |
127 | 160 engine.destroy() |
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161 |
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162 when isMainModule: |
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163 main() |