annotate tests/test_vulkan_wrapper.nim @ 368:51ee41c1d8ed

fix: first example to work correctly with new material system
author Sam <sam@basx.dev>
date Sat, 21 Oct 2023 01:06:51 +0700
parents 61c5d5fe9d93
children f054b8bacab8
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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 mat = SINGLE_TEXTURE_MATERIAL.initMaterialData(
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15 name="mat",
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16 attributes={
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17 "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[
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18 R, R, R, R, R,
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19 R, R, W, R, R,
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20 R, W, W, W, R,
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21 R, R, W, R, R,
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22 R, R, R, R, R,
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23 ]), sampler: sampler)])
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24 }.toTable
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25 )
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26 mat2 = SINGLE_TEXTURE_MATERIAL.initMaterialData(
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27 name="mat2",
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28 attributes={
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29 "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[
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30 R, W, R, W, R,
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31 W, R, W, R, W,
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32 R, W, R, W, R,
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33 W, R, W, R, W,
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34 R, W, R, W, R,
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35 ]), sampler: sampler)])
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36 }.toTable
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37 )
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38 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData(
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39 name="mat3",
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40 attributes={
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41 "color": initDataList(@[newVec4f(0, 1, 0, 1)])
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42 }.toTable
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43 )
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44
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45 proc scene_different_mesh_types(): seq[Mesh] =
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46 @[
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47 newMesh(
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48 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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49 uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)],
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50 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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51 material=mat,
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52 transform=translate(-0.7, -0.5),
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53 ),
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54 newMesh(
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55 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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56 uvs=[newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)],
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57 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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58 material=mat,
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59 transform=translate(0, -0.5),
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60 ),
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61 newMesh(
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62 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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63 uvs=[newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)],
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64 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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65 indices=[[0'u16, 2'u16, 1'u16]],
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66 material=mat2,
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67 transform=translate(0.7, -0.5),
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68 ),
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69 newMesh(
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70 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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71 uvs=[newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)],
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72 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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73 indices=[[0'u16, 2'u16, 1'u16]],
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74 material=mat2,
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75 transform=translate(-0.7, 0.5),
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76 ),
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77 newMesh(
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78 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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79 uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
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80 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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81 indices=[[0'u32, 2'u32, 1'u32]],
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82 autoResize=false,
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83 material=mat2,
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84 transform=translate(0, 0.5),
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85 ),
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86 newMesh(
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87 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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88 uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
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89 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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90 indices=[[0'u32, 2'u32, 1'u32]],
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91 autoResize=false,
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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 ]
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96
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97 proc scene_simple(): seq[Mesh] =
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98 @[
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99 newMesh(
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100 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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101 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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102 uvs=[newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)],
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103 material=mat,
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104 transform=translate(0.4, 0.4),
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105 ),
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106 newMesh(
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107 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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108 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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109 uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)],
326
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110 material=mat,
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111 transform=translate(0.4, -0.4),
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112 ),
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113 newMesh(
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114 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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115 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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116 uvs=[newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)],
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117 indices=[[0'u32, 1'u32, 2'u32]],
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118 autoResize=false,
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119 material=mat,
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120 transform=translate(-0.4, 0.4),
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121 ),
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122 newMesh(
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123 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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124 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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125 uvs=[newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)],
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126 indices=[[0'u16, 1'u16, 2'u16]],
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127 instanceTransforms=[Unit4F32, Unit4F32],
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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 ]
124
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132
326
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133 proc scene_primitives(): seq[Mesh] =
125
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134 var r = rect(color="ff0000")
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135 var t = tri(color="0000ff")
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136 var c = circle(color="00ff00")
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137 r.material = mat
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138 t.material = mat
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139 c.material = mat
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140 r.transform = translate(newVec3f(0.5, -0.3))
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141 t.transform = translate(newVec3f(0.3, 0.3))
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142 c.transform = translate(newVec3f(-0.3, 0.1))
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143 result = @[r, c, t]
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144
326
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145 proc scene_flag(): seq[Mesh] =
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146 @[
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147 newMesh(
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148 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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149 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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150 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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151 indices=[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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152 material=mat,
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153 transform=scale(0.5, 0.5)
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154 )
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155 ]
192
659992f14dd6 add: textures now support in shader via scene data, also: improved config handling a bit, more to come
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156
326
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157 proc scene_multi_material(): seq[Mesh] =
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158 var
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159 r1 = rect(color="ffffff")
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160 r2 = rect(color="000000")
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161 r1.material = mat
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162 r2.material = mat3
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163 r1.transform = translate(newVec3f(-0.5))
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164 r2.transform = translate(newVec3f(+0.5))
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165 result = @[r1, r2]
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166
129
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167 proc main() =
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168 var engine = initEngine("Test")
124
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169
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170 # INIT RENDERER:
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171 const
324
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172 shaderConfiguration1 = createShaderConfiguration(
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173 inputs=[
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174 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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175 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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176 attr[Mat4]("transform", perInstance=true),
321
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177 ],
323
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178 intermediates=[
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179 attr[Vec4f]("outcolor"),
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180 ],
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181 outputs=[attr[Vec4f]("color")],
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182 samplers=[
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183 attr[Texture]("texture1")
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184 ],
330
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185 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
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186 fragmentCode="color = texture(texture1, outcolor.xy) * 0.5 + outcolor * 0.5;",
124
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187 )
324
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188 shaderConfiguration2 = createShaderConfiguration(
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189 inputs=[
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190 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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191 attr[Mat4]("transform", perInstance=true),
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192 ],
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193 intermediates=[attr[Vec4f]("outcolor")],
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194 outputs=[attr[Vec4f]("color")],
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195 uniforms=[attr[Vec4f]("color", arrayCount=1)],
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196 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""",
327
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197 fragmentCode="color = outcolor;",
324
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198 )
323
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199 engine.initRenderer({
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200 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1,
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201 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1,
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202 SINGLE_COLOR_MATERIAL: shaderConfiguration2,
344
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203 })
124
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204
129
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205 # INIT SCENES
189
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206 var scenes = [
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207 Scene(name: "simple", meshes: scene_simple()),
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208 Scene(name: "different mesh types", meshes: scene_different_mesh_types()),
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209 Scene(name: "primitives", meshes: scene_primitives()),
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210 Scene(name: "flag", meshes: scene_flag()),
326
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211 Scene(name: "multimaterial", meshes: scene_multi_material()),
189
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212 ]
322
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213
128
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214 for scene in scenes.mitems:
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215 engine.loadScene(scene)
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216
115
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217 # MAINLOOP
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218 echo "Setup successfull, start rendering"
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219 for i in 0 ..< 3:
189
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220 for scene in scenes.mitems:
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221 echo "rendering scene ", scene.name
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222 for i in 0 ..< 1000:
146
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223 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
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224 engine.destroy()
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225 return
131
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226 engine.renderScene(scene)
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227 echo "Rendered ", engine.framesRendered, " frames"
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228 echo "Processed ", engine.eventsProcessed, " events"
114
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229
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230 # cleanup
96
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231 echo "Start cleanup"
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232 engine.destroy()
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233
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234 when isMainModule:
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235 main()