annotate tests/test_gltf.nim @ 1321:385dbd68a947

did: a TON of copy elimination, some tests run now waaaay faster
author sam <sam@basx.dev>
date Thu, 15 Aug 2024 12:12:27 +0700
parents 7be3628298f5
children 3ba2c180e52c
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1 import std/math
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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
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7 import ../semicongine
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8
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9 proc test_gltf(time: float32) =
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10 var renderdata = initRenderData()
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11
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12 type
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13 ObjectData = object
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14 transform: Mat4
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15 materialId: int32
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16 Camera = object
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17 view: Mat4
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18 normal: Mat4
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19 projection: Mat4
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20 Material = object
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21 color: Vec4f = vec4(1, 1, 1, 1)
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22 # colorTexture: int32 = -1
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23 metallic: float32 = 0
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24 roughness: float32 = 0
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25 # metallicRoughnessTexture: int32 = -1
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26 # normalTexture: int32 = -1
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27 # occlusionTexture: int32 = -1
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28 emissive: Vec4f = vec4(0, 0, 0, 0)
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29 # emissiveTexture: int32 = -1
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30 MainDescriptors = object
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31 materials: array[50, GPUValue[Material, UniformBuffer]]
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32 camera: GPUValue[Camera, UniformBufferMapped]
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33 Shader = object
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34 objectData {.PushConstantAttribute.}: ObjectData
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35 position {.VertexAttribute.}: Vec3f
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36 color {.VertexAttribute.}: Vec4f
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37 normal {.VertexAttribute.}: Vec3f
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38 fragmentPosition {.Pass.}: Vec3f
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39 fragmentColor {.Pass.}: Vec4f
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40 fragmentNormal {.Pass.}: Vec3f
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41 outColor {.ShaderOutput.}: Vec4f
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42 descriptors {.DescriptorSets.}: (MainDescriptors, )
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43 # code
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44 vertexCode: string = """
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45 void main() {
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46 mat4 modelView = objectData.transform * camera.view;
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47 mat3 normalMat = mat3(transpose(inverse(objectData.transform)));
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48 vec4 posTransformed = vec4(position, 1) * modelView;
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49 fragmentPosition = posTransformed.xyz / posTransformed.w;
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50 fragmentColor = color * materials[objectData.materialId].color;
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51 fragmentNormal = normal * normalMat;
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52 gl_Position = vec4(position, 1) * (modelView * camera.projection);
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53 }"""
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54 fragmentCode: string = """
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55 const vec3 lightPosition = vec3(7, 9, -12);
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56 const float shininess = 40;
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57 const vec3 ambientColor = vec3(0, 0, 0);
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58 const vec3 lightColor = vec3(1, 1, 1);
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59 // const vec3 specColor = vec3(1, 1, 1);
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60 const float lightPower = 20;
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61 void main() {
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62 // some setup
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63 vec3 normal = normalize(fragmentNormal);
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64 vec3 lightDir = lightPosition - fragmentPosition;
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65 float dist = length(lightDir);
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66 lightDir = normalize(lightDir);
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67
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68 float lambertian = max(dot(lightDir, normal), 0);
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69 float specular = 0;
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70
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71 // blinn-phong
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72 if (lambertian > 0) {
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73 vec3 viewDir = normalize(-fragmentPosition);
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74 vec3 halfDir = normalize(lightDir + viewDir);
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75 float specAngle = max(dot(halfDir, normal), 0.0);
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76 specular = pow(specAngle, shininess);
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77 }
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78
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79 vec3 diffuseColor = fragmentColor.rgb;
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80 vec3 specColor = diffuseColor;
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81 vec3 color = ambientColor + diffuseColor * lambertian * lightColor * lightPower / dist + specColor * specular * lightColor * lightPower / dist;
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82
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83 outColor = vec4(color, fragmentColor.a);
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84 }"""
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85 Mesh = object
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86 position: GPUArray[Vec3f, VertexBuffer]
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87 color: GPUArray[Vec4f, VertexBuffer]
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88 normal: GPUArray[Vec3f, VertexBuffer]
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89 indices: GPUArray[uint32, IndexBuffer]
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90 material: int32
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91
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92 var gltfData = loadMeshes[Mesh, Material](
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93 "town.glb",
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94 # "forest.glb",
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95 MeshAttributeNames(
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96 POSITION: "position",
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97 COLOR: @["color"],
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98 NORMAL: "normal",
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99 indices: "indices",
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100 material: "material",
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101 ),
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102 MaterialAttributeNames(
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103 baseColorFactor: "color",
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104 baseColorTexture: "colorTexture",
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105 metallicFactor: "metallic",
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106 roughnessFactor: "roughness",
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107 metallicRoughnessTexture: "metallicRoughnessTexture",
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108 normalTexture: "normalTexture",
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109 occlusionTexture: "occlusionTexture",
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110 emissiveTexture: "emissiveTexture",
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111 emissiveFactor: "emissive",
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112 )
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113 )
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114 var descriptors = asDescriptorSet(
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115 MainDescriptors(
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116 camera: asGPUValue(Camera(
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117 view: Unit4,
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118 normal: Unit4,
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119 projection: Unit4,
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120 ), UniformBufferMapped)
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121 )
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122 )
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123 for i in 0 ..< gltfData.materials.len:
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124 descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer)
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125 for mesh in mitems(gltfData.meshes):
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126 for primitive in mitems(mesh):
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127 primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, vec4(1, 1, 1, 1)), VertexBuffer)
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128 renderdata.assignBuffers(primitive[0])
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129 renderdata.assignBuffers(descriptors)
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130
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131 var pipeline = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, cullMode=[])
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132 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors)
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133
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134 renderdata.flushAllMemory()
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135
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136 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4) =
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137 let nodeTransform = gltfData.nodes[nodeId].transform * transform
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138 if gltfData.nodes[nodeId].mesh >= 0:
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139 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh].mitems:
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140 renderWithPushConstant(
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141 commandbuffer = commandbuffer,
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142 pipeline = pipeline,
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143 mesh = primitive[0],
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144 pushConstant = ObjectData(transform: nodeTransform, materialId: primitive[0].material)
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145 )
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146 for childNode in gltfData.nodes[nodeId].children:
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147 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform)
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148
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149 var camPos: Vec3f
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150 var camYaw: float32
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151 var camPitch: float32
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152
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153 discard updateInputs() # clear inputs, otherwise MouseMove will have stuff
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154
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155 var start = getMonoTime()
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156 var lastT = getMonoTime()
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157 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and updateInputs():
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158 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32
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159 lastT = getMonoTime()
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160
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161 camYaw += mouseMove().x.float32 / 1000'f32
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162 camPitch += mouseMove().y.float32 / 1000'f32
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163 var
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164 forward = 0'f32
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165 sideward = 0'f32
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166 if keyIsDown(W): forward += 2
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167 if keyIsDown(S): forward -= 2
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168 if keyIsDown(A): sideward -= 2
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169 if keyIsDown(D): sideward += 2
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170
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171 let camDir = (rotate(camYaw, Y) * rotate(camPitch, X)) * Z
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172 let camDirSide = camDir.cross(-Y).normalized
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173 camPos += camDir * forward * dt
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174 camPos += camDirSide * sideward * dt
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175
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176 let view = rotate(-camPitch, X) * rotate(-camYaw, Y) * translate(-camPos)
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177 descriptors.data.camera.data.view = view
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178 descriptors.data.camera.data.normal = view
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179 descriptors.data.camera.data.projection = projection(PI / 2, aspect = getAspectRatio(), zNear = 0.01, zFar = 20)
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180
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181 updateGPUBuffer(descriptors.data.camera)
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182
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183 withNextFrame(framebuffer, commandbuffer):
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184
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185 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)):
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186
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187 withPipeline(commandbuffer, pipeline):
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188 withBind(commandbuffer, (descriptors, ), pipeline):
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189 for nodeId in gltfData.scenes[0]:
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190 drawNode(
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191 commandbuffer = commandbuffer,
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192 pipeline = pipeline,
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193 nodeId = nodeId,
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194 transform = rotate(PI / 2, Z)
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195 )
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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 when isMainModule:
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203 var time = 1000'f32
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204 initVulkan()
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205
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206 var renderpass = createDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT)
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207 setupSwapchain(renderpass = renderpass)
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208 lockMouse(true)
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209 # showSystemCursor(false)
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210
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211 # tests a simple triangle with minimalistic shader and vertex format
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212 test_gltf(time)
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parents:
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213
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214 checkVkResult vkDeviceWaitIdle(vulkan.device)
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215 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
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216 clearSwapchain()
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parents:
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217
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218 destroyVulkan()