Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 226:3cbbf50e9e4c
del: unused diagnostic function
author | Sam <sam@basx.dev> |
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date | Mon, 15 May 2023 18:25:24 +0700 |
parents | 744285b47a4d |
children | 0ec43b857a7e |
rev | line source |
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117 | 1 import semicongine |
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2 |
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3 proc scene_different_mesh_types(): Entity = |
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4 result = newEntity("root", |
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5 newEntity("triangle1", newMesh( |
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6 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
211 | 7 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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8 )), |
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9 newEntity("triangle1b", newMesh( |
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10 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
211 | 11 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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12 )), |
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13 newEntity("triangle2a", newMesh( |
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14 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
211 | 15 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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16 indices=[[0'u16, 2'u16, 1'u16]] |
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17 )), |
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18 newEntity("triangle2b", newMesh( |
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19 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
211 | 20 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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21 indices=[[0'u16, 2'u16, 1'u16]] |
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22 )), |
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23 newEntity("triangle3a", newMesh( |
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24 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 25 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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26 indices=[[0'u32, 2'u32, 1'u32]], |
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27 autoResize=false |
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28 )), |
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29 newEntity("triangle3b", newMesh( |
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30 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 31 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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32 indices=[[0'u32, 2'u32, 1'u32]], |
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33 autoResize=false |
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34 )), |
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35 ) |
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36 for mesh in allComponentsOfType[Mesh](result): |
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37 mesh.setInstanceData("translate", @[newVec3f()]) |
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38 |
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39 proc scene_simple(): Entity = |
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40 var mymesh1 = newMesh( |
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41 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
211 | 42 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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43 ) |
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44 var mymesh2 = newMesh( |
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45 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
211 | 46 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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47 ) |
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48 var mymesh3 = newMesh( |
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49 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
211 | 50 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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51 indices=[[0'u32, 1'u32, 2'u32]], |
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52 autoResize=false |
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53 ) |
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54 var mymesh4 = newMesh( |
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55 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
211 | 56 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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57 indices=[[0'u16, 1'u16, 2'u16]], |
125 | 58 instanceCount=2 |
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59 ) |
126 | 60 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) |
61 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) | |
62 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)]) | |
63 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)]) | |
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64 result = newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1)) |
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65 |
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66 proc scene_primitives(): Entity = |
125 | 67 var r = rect(color="ff0000") |
68 var t = tri(color="0000ff") | |
69 var c = circle(color="00ff00") | |
226 | 70 |
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71 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)]) |
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72 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)]) |
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73 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)]) |
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74 result = newEntity("root", t, r, c) |
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75 |
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76 proc scene_flag(): Entity = |
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77 var r = rect(color="ff0000") |
211 | 78 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)]) |
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79 result = newEntity("root", r) |
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80 |
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81 proc main() = |
127 | 82 var engine = initEngine("Test") |
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83 |
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84 # INIT RENDERER: |
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85 const |
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86 vertexInput = @[ |
168 | 87 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
211 | 88 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
125 | 89 attr[Vec3f]("translate", perInstance=true) |
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90 ] |
211 | 91 vertexOutput = @[attr[Vec4f]("outcolor")] |
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92 uniforms = @[attr[float32]("time")] |
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93 samplers = @[attr[Sampler2DType]("my_little_texture")] |
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94 fragOutput = @[attr[Vec4f]("color")] |
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95 vertexCode = compileGlslShader( |
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96 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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97 inputs=vertexInput, |
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98 uniforms=uniforms, |
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99 samplers=samplers, |
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100 outputs=vertexOutput, |
127 | 101 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" |
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102 ) |
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103 fragmentCode = compileGlslShader( |
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104 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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105 inputs=vertexOutput, |
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106 uniforms=uniforms, |
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107 samplers=samplers, |
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108 outputs=fragOutput, |
211 | 109 main="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;" |
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110 ) |
135 | 111 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) |
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112 engine.setRenderer(renderPass) |
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113 |
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114 # INIT SCENES |
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115 var scenes = [ |
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116 newScene("simple", scene_simple()), |
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117 newScene("different mesh types", scene_different_mesh_types()), |
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118 newScene("primitives", scene_primitives()), |
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119 newScene("flag", scene_flag()), |
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120 ] |
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121 for scene in scenes.mitems: |
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122 scene.addShaderGlobal("time", 0.0'f32) |
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123 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
211 | 124 scene.addTexture("my_little_texture", Image(width: 5, height: 5, imagedata: @[ |
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125 R, R, R, R, R, |
192
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126 R, R, W, R, R, |
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127 R, W, W, W, R, |
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128 R, R, W, R, R, |
191
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129 R, R, R, R, R, |
211 | 130 ]), VK_FILTER_NEAREST) |
129
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131 engine.addScene(scene, vertexInput) |
109 | 132 |
115 | 133 # MAINLOOP |
111
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134 echo "Setup successfull, start rendering" |
128
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135 for i in 0 ..< 3: |
189
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136 for scene in scenes.mitems: |
128
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137 for i in 0 ..< 1000: |
146 | 138 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
129
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139 engine.destroy() |
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140 return |
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141 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) |
131
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142 engine.renderScene(scene) |
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143 echo "Rendered ", engine.framesRendered, " frames" |
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144 echo "Processed ", engine.eventsProcessed, " events" |
114
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145 |
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146 # cleanup |
96 | 147 echo "Start cleanup" |
127 | 148 engine.destroy() |
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149 |
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150 when isMainModule: |
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151 main() |