Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 321:30117d8f0052
did next step in renderpipeline-refactoring, using shaderconfiguration objects instead for less ambigious shader-pipeline configuration
author | Sam <sam@basx.dev> |
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date | Tue, 15 Aug 2023 23:51:37 +0700 |
parents | b145a05c2459 |
children | 6dab370d1758 |
rev | line source |
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1 import std/tables |
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2 |
117 | 3 import semicongine |
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4 |
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5 proc scene_different_mesh_types(): Entity = |
302 | 6 result = newEntity("root", [], |
7 newEntity("triangle1", {"mesh": Component(newMesh( | |
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8 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
211 | 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)], |
302 | 10 ))}), |
11 newEntity("triangle1b", {"mesh": Component(newMesh( | |
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12 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
211 | 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)], |
302 | 14 ))}), |
15 newEntity("triangle2a", {"mesh": Component(newMesh( | |
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16 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
211 | 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]] |
302 | 19 ))}), |
20 newEntity("triangle2b", {"mesh": Component(newMesh( | |
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21 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
211 | 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]] |
302 | 24 ))}), |
25 newEntity("triangle3a", {"mesh": Component(newMesh( | |
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26 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 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 |
302 | 30 ))}), |
31 newEntity("triangle3b", {"mesh": Component(newMesh( | |
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32 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 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 |
302 | 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)], |
211 | 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)], |
211 | 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)], |
211 | 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)], |
211 | 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]], |
125 | 60 instanceCount=2 |
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61 ) |
126 | 62 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) |
63 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) | |
64 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)]) | |
65 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)]) | |
302 | 66 result = newEntity("root", [], newEntity("triangle", {"mesh1": Component(mymesh4), "mesh2": Component(mymesh3), "mesh3": Component(mymesh2), "mesh4": Component(mymesh1)})) |
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67 |
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68 proc scene_primitives(): Entity = |
125 | 69 var r = rect(color="ff0000") |
70 var t = tri(color="0000ff") | |
71 var c = circle(color="00ff00") | |
226 | 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)]) |
302 | 76 result = newEntity("root", {"mesh1": Component(t), "mesh1": Component(r), "mesh1": Component(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") |
211 | 80 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)]) |
302 | 81 result = newEntity("root", {"mesh": Component(r)}) |
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82 |
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83 proc main() = |
127 | 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 shaderConfiguration = createShaderConfiguration( |
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89 inputs=[ |
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90 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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91 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
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92 attr[Vec3f]("translate", perInstance=true) |
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93 ], |
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94 intermediates=[attr[Vec4f]("outcolor")], |
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95 outputs=[attr[Vec4f]("color")], |
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96 uniforms=[attr[float32]("time")], |
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97 samplers=[attr[Sampler2DType]("my_little_texture")], |
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98 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""", |
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99 fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;", |
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100 ) |
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101 var renderPass = engine.gpuDevice.simpleForwardRenderPass(shaderConfiguration) |
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102 engine.setRenderer(renderPass) |
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103 |
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104 # INIT SCENES |
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105 var scenes = [ |
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106 newScene("simple", scene_simple()), |
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107 newScene("different mesh types", scene_different_mesh_types()), |
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108 newScene("primitives", scene_primitives()), |
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109 newScene("flag", scene_flag()), |
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110 ] |
249 | 111 var sampler = DefaultSampler() |
112 sampler.magnification = VK_FILTER_NEAREST | |
113 sampler.minification = VK_FILTER_NEAREST | |
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114 for scene in scenes.mitems: |
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115 scene.addShaderGlobal("time", 0.0'f32) |
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116 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
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117 scene.addMaterial(Material( |
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118 name: "my_material", |
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119 textures: { |
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120 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ |
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121 R, R, R, R, R, |
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122 R, R, W, R, R, |
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123 R, W, W, W, R, |
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124 R, R, W, R, R, |
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125 R, R, R, R, R, |
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126 ]), sampler: sampler) |
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127 }.toTable |
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128 )) |
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129 engine.addScene(scene, vertexInput, samplers, transformAttribute="", materialIndexAttribute="") |
109 | 130 |
115 | 131 # MAINLOOP |
111
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132 echo "Setup successfull, start rendering" |
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133 for i in 0 ..< 3: |
189
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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
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134 for scene in scenes.mitems: |
128
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did: finish refactoring of render pipeline, yipi! :)
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135 for i in 0 ..< 1000: |
146 | 136 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
129
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137 engine.destroy() |
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138 return |
190
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add: uncomment some of the prepared texture code, nice interface for scene-global shader values (aka uniforms
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139 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) |
131
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140 engine.renderScene(scene) |
129
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141 echo "Rendered ", engine.framesRendered, " frames" |
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142 echo "Processed ", engine.eventsProcessed, " events" |
114
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143 |
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144 # cleanup |
96 | 145 echo "Start cleanup" |
127 | 146 engine.destroy() |
129
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147 |
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148 when isMainModule: |
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149 main() |