annotate tests/test_gltf.nim @ 1251:3f98ad20a9d3

add: render by-node instead of by-mesh
author sam <sam@basx.dev>
date Fri, 26 Jul 2024 20:34:02 +0700
parents d83726af7abb
children c4f98eb4bb05
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1 import std/os
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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 import std/random
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7
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8 import ../semiconginev2
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9
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10 proc test_gltf(time: float32) =
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11 var renderdata = InitRenderData()
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12
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13 type
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14 Material = object
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15 color: Vec4f = NewVec4f(1, 1, 1, 1)
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16 colorTexture: int32 = -1
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17 metallic: float32 = 0
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18 roughness: float32 = 0
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19 metallicRoughnessTexture: int32 = -1
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20
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21 normalTexture: int32 = -1
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22 occlusionTexture: int32 = -1
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23 emissive: Vec4f = NewVec4f(0, 0, 0, 0)
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24 emissiveTexture: int32 = -1
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25 MainDescriptors = object
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26 material: GPUValue[Material, UniformBuffer]
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27 Shader = object
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28 position {.VertexAttribute.}: Vec3f
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29 uv {.VertexAttribute.}: Vec2f
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30 fragmentColor {.Pass.}: Vec4f
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31 fragmentUv {.Pass.}: Vec2f
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32 outColor {.ShaderOutput.}: Vec4f
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33 descriptors {.DescriptorSets.}: (MainDescriptors, )
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34 # code
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35 vertexCode: string = """
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36 void main() {
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37 fragmentColor = vec4(1, 1, 1, 1);
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38 fragmentUv = uv;
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39 gl_Position = vec4(position, 1);
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40 }"""
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41 fragmentCode: string = """void main() { outColor = fragmentColor;}"""
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42 Mesh = object
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43 position: GPUArray[Vec3f, VertexBuffer]
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44 uv: GPUArray[Vec2f, VertexBuffer]
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45
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46 var gltfData = LoadMeshes[Mesh, Material](
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47 "town.glb",
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48 MeshAttributeNames(
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49 POSITION: "position",
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50 TEXCOORD: @["uv"],
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51 ),
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52 MaterialAttributeNames(
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53 baseColorFactor: "color",
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54 baseColorTexture: "colorTexture",
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55 metallicFactor: "metallic",
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56 roughnessFactor: "roughness",
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57 metallicRoughnessTexture: "metallicRoughnessTexture",
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58 normalTexture: "normalTexture",
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59 occlusionTexture: "occlusionTexture",
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60 emissiveTexture: "emissiveTexture",
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61 emissiveFactor: "emissive",
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62 )
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63 )
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64 for mesh in mitems(gltfData.meshes):
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65 for primitive in mitems(mesh):
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66 renderdata.AssignBuffers(primitive[0])
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67 renderdata.FlushAllMemory()
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68
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69 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass)
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70
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71 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4 = Unit4) =
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72 let nodeTransform = gltfData.nodes[nodeId].transform * transform
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73 if gltfData.nodes[nodeId].mesh >= 0:
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74 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh]:
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75 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = primitive[0])
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76 for childNode in gltfData.nodes[nodeId].children:
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77 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform)
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78
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79
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80 var start = getMonoTime()
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81 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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82
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83 WithNextFrame(framebuffer, commandbuffer):
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84
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85 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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86
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87 WithPipeline(commandbuffer, pipeline):
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88 for nodeId in gltfData.scenes[0]:
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89 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = nodeId)
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90
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91 # cleanup
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92 checkVkResult vkDeviceWaitIdle(vulkan.device)
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93 DestroyPipeline(pipeline)
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94 DestroyRenderData(renderdata)
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95 when isMainModule:
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96 var time = 5'f32
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97 InitVulkan()
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98
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99 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT)
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100 SetupSwapchain(renderpass = renderpass)
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101
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102 # tests a simple triangle with minimalistic shader and vertex format
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103 test_gltf(time)
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104
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105 checkVkResult vkDeviceWaitIdle(vulkan.device)
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106 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
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107 ClearSwapchain()
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108
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109 DestroyVulkan()