Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 127:5871acc2977e
did: big refactoring
| author | Sam <sam@basx.dev> |
|---|---|
| date | Wed, 12 Apr 2023 01:20:53 +0700 |
| parents | 81a8e62215db |
| children | 9901ec3831d1 |
| 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 |
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36 proc scene_different_mesh_types(): Scene = |
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37 result = Scene( |
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38 name: "main", |
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39 root: newEntity("root", |
| 117 | 40 newEntity("triangle1", newMesh( |
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41 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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42 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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43 )), |
| 120 | 44 newEntity("triangle1b", newMesh( |
| 45 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], | |
| 46 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
| 47 )), | |
| 48 newEntity("triangle2a", newMesh( | |
| 49 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], | |
| 50 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
| 51 indices=[[0'u16, 2'u16, 1'u16]] | |
| 52 )), | |
| 53 newEntity("triangle2b", newMesh( | |
| 54 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], | |
| 55 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
| 56 indices=[[0'u16, 2'u16, 1'u16]] | |
| 57 )), | |
| 58 newEntity("triangle3a", newMesh( | |
| 59 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], | |
| 60 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], | |
| 61 indices=[[0'u32, 2'u32, 1'u32]], | |
| 62 autoResize=false | |
| 63 )), | |
| 64 newEntity("triangle3b", newMesh( | |
| 65 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], | |
| 66 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], | |
| 67 indices=[[0'u32, 2'u32, 1'u32]], | |
| 68 autoResize=false | |
| 69 )), | |
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70 ) |
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71 ) |
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72 |
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73 proc scene_simple(): Scene = |
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74 var mymesh1 = newMesh( |
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75 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
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76 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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77 ) |
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78 var mymesh2 = newMesh( |
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79 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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80 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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81 ) |
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82 var mymesh3 = newMesh( |
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83 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
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84 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], |
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85 indices=[[0'u32, 1'u32, 2'u32]], |
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86 autoResize=false |
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87 ) |
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88 var mymesh4 = newMesh( |
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89 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
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90 colors=[newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0)], |
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91 indices=[[0'u16, 1'u16, 2'u16]], |
| 125 | 92 instanceCount=2 |
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93 ) |
| 126 | 94 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) |
| 95 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) | |
| 96 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)]) | |
| 97 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)]) | |
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98 result = Scene( |
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99 name: "main", |
| 125 | 100 root: newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1)) |
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101 ) |
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102 |
| 125 | 103 proc scene_primitives(): Scene = |
| 104 var r = rect(color="ff0000") | |
| 105 var t = tri(color="0000ff") | |
| 106 var c = circle(color="00ff00") | |
| 126 | 107 setInstanceData[Vec3f](r, "translate", @[newVec3f(0.5, -0.3)]) |
| 108 setInstanceData[Vec3f](t, "translate", @[newVec3f(0.3, 0.3)]) | |
| 109 setInstanceData[Vec3f](c, "translate", @[newVec3f(-0.3, 0.1)]) | |
| 125 | 110 result = Scene( |
| 111 name: "main", | |
| 112 root: newEntity("root", t, r, c) | |
| 113 ) | |
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114 |
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115 when isMainModule: |
| 127 | 116 var engine = initEngine("Test") |
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117 |
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118 # INIT RENDERER: |
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119 const |
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120 vertexInput = @[ |
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121 attr[Vec3f]("position", memoryLocation=VRAM), |
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122 attr[Vec3f]("color", memoryLocation=VRAM), |
| 125 | 123 attr[Vec3f]("translate", perInstance=true) |
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124 ] |
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125 vertexOutput = @[attr[Vec3f]("outcolor")] |
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126 uniforms = @[attr[float32]("time")] |
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127 fragOutput = @[attr[Vec4f]("color")] |
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128 vertexCode = compileGlslShader( |
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129 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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130 inputs=vertexInput, |
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131 uniforms=uniforms, |
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132 outputs=vertexOutput, |
| 127 | 133 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" |
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134 ) |
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135 fragmentCode = compileGlslShader( |
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136 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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137 inputs=vertexOutput, |
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138 uniforms=uniforms, |
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139 outputs=fragOutput, |
| 127 | 140 main="color = vec4(outcolor, 1);" |
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141 ) |
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142 var |
| 127 | 143 vertexshader = engine.gpuDevice.createShaderModule(vertexCode) |
| 144 fragmentshader = engine.gpuDevice.createShaderModule(fragmentCode) | |
| 145 surfaceFormat = engine.gpuDevice.physicalDevice.getSurfaceFormats().filterSurfaceFormat() | |
| 146 renderPass = engine.gpuDevice.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) | |
| 147 (swapchain, res) = engine.gpuDevice.createSwapchain(renderPass, surfaceFormat, engine.gpuDevice.firstGraphicsQueue().get().family, 2) | |
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148 if res != VK_SUCCESS: |
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149 raise newException(Exception, "Unable to create swapchain") |
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150 |
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151 # INIT SCENE |
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152 |
| 125 | 153 # var thescene = scene_simple() |
| 154 # var thescene = scene_different_mesh_types() | |
| 155 var thescene = scene_primitives() | |
| 127 | 156 var time = initShaderGlobal("time", 0.0'f32) |
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157 thescene.root.components.add time |
| 127 | 158 thescene.setupDrawableBuffers(engine.gpuDevice, vertexInput) |
| 109 | 159 |
| 115 | 160 # MAINLOOP |
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161 echo "Setup successfull, start rendering" |
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162 for i in 0 ..< 10000: |
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163 setValue[float32](time.value, get[float32](time.value) + 0.0005) |
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164 discard swapchain.drawScene(thescene) |
| 108 | 165 echo "Rendered ", swapchain.framesRendered, " frames" |
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166 |
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167 # cleanup |
| 96 | 168 echo "Start cleanup" |
| 127 | 169 checkVkResult engine.gpuDevice.vk.vkDeviceWaitIdle() |
| 93 | 170 |
| 115 | 171 # destroy scene |
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172 thescene.destroy() |
| 108 | 173 |
| 115 | 174 # destroy renderer |
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175 vertexshader.destroy() |
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176 fragmentshader.destroy() |
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177 renderPass.destroy() |
| 96 | 178 swapchain.destroy() |
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179 |
| 115 | 180 # destroy engine |
| 127 | 181 engine.destroy() |
