Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 123:55be3579dc30
did: refactor mesh code, prepare for instance-data
| author | Sam <sam@basx.dev> |
|---|---|
| date | Mon, 10 Apr 2023 00:53:16 +0700 |
| parents | 506090173619 |
| children | cb9e27a30165 |
| rev | line source |
|---|---|
| 96 | 1 import std/options |
| 2 | |
| 117 | 3 import semicongine |
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4 |
| 104 | 5 proc diagnostics(instance: Instance) = |
| 94 | 6 # diagnostic output |
| 115 | 7 # print basic driver infos |
| 8 echo "Layers" | |
| 9 for layer in getLayers(): | |
| 10 echo " " & layer | |
| 11 echo "Instance extensions" | |
| 12 for extension in getInstanceExtensions(): | |
| 13 echo " " & extension | |
| 14 | |
| 93 | 15 echo "Devices" |
| 16 for device in instance.getPhysicalDevices(): | |
| 17 echo " " & $device | |
| 96 | 18 echo " Rating: " & $device.rateGraphics() |
| 93 | 19 echo " Extensions" |
| 20 for extension in device.getExtensions(): | |
| 21 echo " " & $extension | |
| 96 | 22 echo " Properties" |
| 23 echo " " & $device.getProperties() | |
| 24 echo " Features" | |
| 25 echo " " & $device.getFeatures() | |
| 93 | 26 echo " Queue families" |
| 27 for queueFamily in device.getQueueFamilies(): | |
| 28 echo " " & $queueFamily | |
| 94 | 29 echo " Surface present modes" |
| 96 | 30 for mode in device.getSurfacePresentModes(): |
| 94 | 31 echo " " & $mode |
| 32 echo " Surface formats" | |
| 96 | 33 for format in device.getSurfaceFormats(): |
| 94 | 34 echo " " & $format |
| 93 | 35 |
| 104 | 36 when isMainModule: |
| 115 | 37 # INIT ENGINE: |
| 104 | 38 # create instance |
| 39 var thewindow = createWindow("Test") | |
| 40 var instance = thewindow.createInstance( | |
| 41 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), | |
| 42 instanceExtensions= @["VK_EXT_debug_utils"], | |
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43 layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"] |
| 104 | 44 ) |
| 45 var debugger = instance.createDebugMessenger() | |
| 93 | 46 # create devices |
| 96 | 47 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() |
| 48 var device = instance.createDevice( | |
| 49 selectedPhysicalDevice, | |
| 50 @[], | |
| 120 | 51 @["VK_EXT_index_type_uint8"], |
| 96 | 52 selectedPhysicalDevice.filterForGraphicsPresentationQueues() |
| 53 ) | |
| 54 | |
| 115 | 55 # INIT RENDERER: |
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56 const |
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57 vertexInput = @[ |
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58 attr[Vec3f]("position"), |
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59 attr[Vec3f]("color"), |
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60 attr[Vec3f]("translate", perInstance=true) |
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61 ] |
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62 vertexOutput = @[attr[Vec3f]("outcolor")] |
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63 uniforms = @[attr[float32]("time")] |
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64 fragOutput = @[attr[Vec4f]("color")] |
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65 vertexCode = compileGlslShader( |
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66 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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67 inputs=vertexInput, |
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68 uniforms=uniforms, |
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69 outputs=vertexOutput, |
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70 body="""gl_Position = vec4(position, 1.0); outcolor = color * sin(Uniforms.time) * 0.5 + 0.5;""" |
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71 ) |
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72 fragmentCode = compileGlslShader( |
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73 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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74 inputs=vertexOutput, |
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75 uniforms=uniforms, |
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76 outputs=fragOutput, |
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77 body="color = vec4(outcolor, 1);" |
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78 ) |
| 106 | 79 var |
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80 vertexshader = device.createShaderModule(vertexCode) |
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81 fragmentshader = device.createShaderModule(fragmentCode) |
| 108 | 82 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() |
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83 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) |
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84 (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) |
| 108 | 85 if res != VK_SUCCESS: |
| 86 raise newException(Exception, "Unable to create swapchain") | |
| 96 | 87 |
| 115 | 88 # INIT SCENE |
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89 var time = initShaderGlobal("time", 0.0'f32) |
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90 #[ |
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91 var thescene = Scene( |
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92 name: "main", |
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93 root: newEntity("root", |
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94 newEntity("stuff", time), |
| 117 | 95 newEntity("triangle1", newMesh( |
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96 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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97 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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98 )), |
| 120 | 99 newEntity("triangle1b", newMesh( |
| 100 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], | |
| 101 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
| 102 )), | |
| 103 newEntity("triangle2a", newMesh( | |
| 104 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], | |
| 105 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
| 106 indices=[[0'u16, 2'u16, 1'u16]] | |
| 107 )), | |
| 108 newEntity("triangle2b", newMesh( | |
| 109 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], | |
| 110 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
| 111 indices=[[0'u16, 2'u16, 1'u16]] | |
| 112 )), | |
| 113 newEntity("triangle3a", newMesh( | |
| 114 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], | |
| 115 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], | |
| 116 indices=[[0'u32, 2'u32, 1'u32]], | |
| 117 autoResize=false | |
| 118 )), | |
| 119 newEntity("triangle3b", newMesh( | |
| 120 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], | |
| 121 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], | |
| 122 indices=[[0'u32, 2'u32, 1'u32]], | |
| 123 autoResize=false | |
| 124 )), | |
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125 ) |
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126 ) |
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127 ]# |
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128 var mymesh = newMesh( |
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129 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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130 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
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131 ) |
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132 setInstanceData[Vec3f](mymesh, "translate", @[newVec3f(0.3, 0.3)]) |
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133 var thescene = Scene( |
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134 name: "main", |
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135 root: newEntity("root", |
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136 newEntity("stuff", time), |
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137 newEntity("triangle", mymesh), |
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138 ) |
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139 ) |
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140 thescene.setupDrawables(renderPass) |
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141 swapchain.setupUniforms(thescene) |
| 109 | 142 |
| 115 | 143 # MAINLOOP |
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144 echo "Setup successfull, start rendering" |
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145 for i in 0 ..< 1: |
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146 setValue[float32](time.value, get[float32](time.value) + 0.0005) |
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147 echo get[float32](time.value) |
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148 discard swapchain.drawScene(thescene) |
| 108 | 149 echo "Rendered ", swapchain.framesRendered, " frames" |
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150 checkVkResult device.vk.vkDeviceWaitIdle() |
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151 |
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152 # cleanup |
| 96 | 153 echo "Start cleanup" |
| 93 | 154 |
| 115 | 155 # destroy scene |
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156 thescene.destroy() |
| 108 | 157 |
| 115 | 158 # destroy renderer |
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159 vertexshader.destroy() |
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160 fragmentshader.destroy() |
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161 renderPass.destroy() |
| 96 | 162 swapchain.destroy() |
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163 |
| 115 | 164 # destroy engine |
| 96 | 165 device.destroy() |
| 93 | 166 debugger.destroy() |
| 167 instance.destroy() | |
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168 thewindow.destroy() |
