annotate old_tests/test_vulkan_wrapper.nim @ 1362:3dbf77ca78b9

did: refactor loading, adding threaded background loading (still missing stuff though)
author sam <sam@basx.dev>
date Mon, 04 Nov 2024 23:27:30 +0700
parents 6360c8d17ce0
children
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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
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6 let
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7 sampler = Sampler(
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8 magnification: VK_FILTER_NEAREST,
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9 minification: VK_FILTER_NEAREST,
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10 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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11 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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12 )
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13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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14 Mat1Type = MaterialType(
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15 name: "single texture material 1",
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16 vertexAttributes: {
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17 "color": Vec4F32,
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18 "position": Vec3F32,
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19 "uv": Vec2F32,
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20 }.toTable,
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21 attributes: {"baseTexture": TextureType}.toTable
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22 )
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23 mat = Mat1Type.InitMaterialData(
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24 name = "mat",
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25 attributes = {
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26 "baseTexture": InitDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
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27 R, R, R, R, R,
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28 R, R, W, R, R,
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29 R, W, W, W, R,
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30 R, R, W, R, R,
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31 R, R, R, R, R,
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32 ]), sampler: sampler)])
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33 }.toTable
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34 )
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35 Mat2Type = MaterialType(
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36 name: "single texture material 2",
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37 vertexAttributes: {
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38 "color": Vec4F32,
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39 "position": Vec3F32,
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40 "uv": Vec2F32,
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41 }.toTable,
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42 attributes: {"baseTexture": TextureType}.toTable
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43 )
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44 mat2 = Mat2Type.InitMaterialData(
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45 name = "mat2",
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46 attributes = {
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47 "baseTexture": InitDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
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48 R, W, R, W, R,
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49 W, R, W, R, W,
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50 R, W, R, W, R,
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51 W, R, W, R, W,
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52 R, W, R, W, R,
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53 ]), sampler: sampler)])
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54 }.toTable
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55 )
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56 mat3 = SINGLE_COLOR_MATERIAL.InitMaterialData(
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57 name = "mat3",
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58 attributes = {
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59 "color": InitDataList(@[NewVec4f(0, 1, 0, 1)])
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60 }.toTable
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61 )
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62
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63 proc scene_different_mesh_types(): seq[Mesh] =
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64 @[
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65 NewMesh(
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66 positions = [NewVec3f(0.0, -0.5), NewVec3f(0.5, 0.5), NewVec3f(-0.5, 0.5)],
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67 uvs = [NewVec2f(0.0, -0.5), NewVec2f(0.5, 0.5), NewVec2f(-0.5, 0.5)],
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68 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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69 material = mat,
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70 transform = Translate(-0.7, -0.5),
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71 ),
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72 NewMesh(
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73 positions = [NewVec3f(0.0, -0.4), NewVec3f(0.4, 0.4), NewVec3f(-0.4, 0.5)],
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74 uvs = [NewVec2f(0.0, -0.4), NewVec2f(0.4, 0.4), NewVec2f(-0.4, 0.5)],
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75 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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76 material = mat,
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77 transform = Translate(0, -0.5),
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78 ),
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79 NewMesh(
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80 positions = [NewVec3f(0.0, 0.5), NewVec3f(0.5, -0.5), NewVec3f(-0.5, -0.5)],
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81 uvs = [NewVec2f(0.0, 0.5), NewVec2f(0.5, -0.5), NewVec2f(-0.5, -0.5)],
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82 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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83 indices = [[0'u16, 2'u16, 1'u16]],
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84 material = mat2,
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85 transform = Translate(0.7, -0.5),
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86 ),
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87 NewMesh(
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88 positions = [NewVec3f(0.0, 0.4), NewVec3f(0.4, -0.4), NewVec3f(-0.4, -0.4)],
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89 uvs = [NewVec2f(0.0, 0.4), NewVec2f(0.4, -0.4), NewVec2f(-0.4, -0.4)],
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90 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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91 indices = [[0'u16, 2'u16, 1'u16]],
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92 material = mat2,
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93 transform = Translate(-0.7, 0.5),
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94 ),
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95 NewMesh(
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96 positions = [NewVec3f(0.4, 0.5), NewVec3f(0.9, -0.3), NewVec3f(0.0, -0.3)],
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97 uvs = [NewVec2f(0.4, 0.5), NewVec2f(0.9, -0.3), NewVec2f(0.0, -0.3)],
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98 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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99 indices = [[0'u32, 2'u32, 1'u32]],
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100 autoResize = false,
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101 material = mat2,
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102 transform = Translate(0, 0.5),
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103 ),
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104 NewMesh(
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105 positions = [NewVec3f(0.4, 0.5), NewVec3f(0.9, -0.3), NewVec3f(0.0, -0.3)],
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106 uvs = [NewVec2f(0.4, 0.5), NewVec2f(0.9, -0.3), NewVec2f(0.0, -0.3)],
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107 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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108 indices = [[0'u32, 2'u32, 1'u32]],
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109 autoResize = false,
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110 material = mat2,
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111 transform = Translate(0.7, 0.5),
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112 ),
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113 ]
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114
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115 proc scene_simple(): seq[Mesh] =
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116 @[
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117 NewMesh(
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118 positions = [NewVec3f(0.0, -0.3), NewVec3f(0.3, 0.3), NewVec3f(-0.3, 0.3)],
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119 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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120 uvs = [NewVec2f(0.0, -0.3), NewVec2f(0.3, 0.3), NewVec2f(-0.3, 0.3)],
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121 material = mat,
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122 transform = Translate(0.4, 0.4),
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123 ),
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124 NewMesh(
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125 positions = [NewVec3f(0.0, -0.5), NewVec3f(0.5, 0.5), NewVec3f(-0.5, 0.5)],
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126 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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127 uvs = [NewVec2f(0.0, -0.5), NewVec2f(0.5, 0.5), NewVec2f(-0.5, 0.5)],
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128 material = mat,
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129 transform = Translate(0.4, -0.4),
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130 ),
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131 NewMesh(
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132 positions = [NewVec3f(0.0, -0.6), NewVec3f(0.6, 0.6), NewVec3f(-0.6, 0.6)],
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133 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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134 uvs = [NewVec2f(0.0, -0.6), NewVec2f(0.6, 0.6), NewVec2f(-0.6, 0.6)],
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135 indices = [[0'u32, 1'u32, 2'u32]],
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136 autoResize = false,
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137 material = mat,
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138 transform = Translate(-0.4, 0.4),
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139 ),
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140 NewMesh(
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141 positions = [NewVec3f(0.0, -0.8), NewVec3f(0.8, 0.8), NewVec3f(-0.8, 0.8)],
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142 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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143 uvs = [NewVec2f(0.0, -0.8), NewVec2f(0.8, 0.8), NewVec2f(-0.8, 0.8)],
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144 indices = [[0'u16, 1'u16, 2'u16]],
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145 instanceTransforms = [Unit4F32, Unit4F32],
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146 material = mat,
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147 transform = Translate(-0.4, -0.4),
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148 )
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149 ]
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150
326
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151 proc scene_primitives(): seq[Mesh] =
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152 var r = Rect(color = "ff0000")
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153 var t = Tri(color = "0000ff")
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154 var c = Circle(color = "00ff00")
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155 r.material = mat
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156 t.material = mat
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157 c.material = mat
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158 r.transform = Translate(NewVec3f(0.5, -0.3))
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159 t.transform = Translate(NewVec3f(0.3, 0.3))
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160 c.transform = Translate(NewVec3f(-0.3, 0.1))
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161 result = @[r, c, t]
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162
326
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163 proc scene_flag(): seq[Mesh] =
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164 @[
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165 NewMesh(
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166 positions = [NewVec3f(-1.0, -1.0), NewVec3f(1.0, -1.0), NewVec3f(1.0, 1.0), NewVec3f(-1.0, 1.0)],
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167 uvs = [NewVec2f(-1.0, -1.0), NewVec2f(1.0, -1.0), NewVec2f(1.0, 1.0), NewVec2f(-1.0, 1.0)],
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168 colors = [NewVec4f(-1, -1, 1, 1), NewVec4f(1, -1, 1, 1), NewVec4f(1, 1, 1, 1), NewVec4f(-1, 1, 1, 1)],
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169 indices = [[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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170 material = mat,
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171 transform = Scale(0.5, 0.5)
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172 )
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173 ]
192
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parents: 191
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174
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175 proc scene_multi_material(): seq[Mesh] =
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176 var
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177 r1 = Rect(color = "ffffff")
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178 r2 = Rect(color = "000000")
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179 r1.material = mat
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180 r2.material = mat3
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181 r1.transform = Translate(NewVec3f(-0.5))
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182 r2.transform = Translate(NewVec3f(+0.5))
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183 result = @[r1, r2]
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184
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185 proc main() =
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186 var engine = InitEngine("Test")
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187
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188 # INIT RENDERER:
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189 const
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190 shaderConfiguration1 = CreateShaderConfiguration(
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191 name = "shader1",
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192 inputs = [
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193 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
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194 Attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite),
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195 Attr[Mat4]("transform", perInstance = true),
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196 ],
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197 intermediates = [
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198 Attr[Vec4f]("outcolor"),
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199 ],
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200 outputs = [Attr[Vec4f]("color")],
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201 samplers = [Attr[Texture]("baseTexture")],
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202 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
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203 fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;",
124
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204 )
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205 shaderConfiguration2 = CreateShaderConfiguration(
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206 name = "shader2",
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207 inputs = [
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208 Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
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209 Attr[Mat4]("transform", perInstance = true),
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210 ],
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211 intermediates = [Attr[Vec4f]("outcolor")],
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212 outputs = [Attr[Vec4f]("color")],
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213 uniforms = [Attr[Vec4f]("color", arrayCount = 1)],
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214 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""",
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215 fragmentCode = "color = outcolor;",
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216 )
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217 engine.InitRenderer({
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218 Mat1Type: shaderConfiguration1,
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219 Mat1Type: shaderConfiguration1,
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220 Mat2Type: shaderConfiguration1,
368
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221 SINGLE_COLOR_MATERIAL: shaderConfiguration2,
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222 })
124
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223
129
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224 # INIT SCENES
189
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225 var scenes = [
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226 Scene(name: "simple", meshes: scene_simple()),
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227 Scene(name: "different mesh types", meshes: scene_different_mesh_types()),
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228 Scene(name: "primitives", meshes: scene_primitives()),
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229 Scene(name: "flag", meshes: scene_flag()),
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230 Scene(name: "multimaterial", meshes: scene_multi_material()),
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parents: 188
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231 ]
322
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diff changeset
232
128
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233 for scene in scenes.mitems:
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234 engine.LoadScene(scene)
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235
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236 # MAINLOOP
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237 echo "Setup successfull, start rendering"
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238 for i in 0 ..< 3:
189
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239 for scene in scenes.mitems:
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240 echo "rendering scene ", scene.name
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diff changeset
241 for i in 0 ..< 1000:
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sam <sam@basx.dev>
parents: 1021
diff changeset
242 if not engine.UpdateInputs() or KeyIsDown(Escape):
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243 engine.Destroy()
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diff changeset
244 return
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245 engine.RenderScene(scene)
114
056e08dfad10 yay: first triangle rendering with new engine implmentation
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parents: 113
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246
056e08dfad10 yay: first triangle rendering with new engine implmentation
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parents: 113
diff changeset
247 # cleanup
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diff changeset
248 echo "Start cleanup"
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249 engine.Destroy()
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250
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diff changeset
251 when isMainModule:
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252 main()