Mercurial > games > semicongine
annotate tests/test_rendering.nim @ 1414:5e5a3311ca44
did: small improvment to allow easy adjustment of shader-code
author | sam <sam@basx.dev> |
---|---|
date | Fri, 27 Dec 2024 17:20:31 +0700 |
parents | ca3299ea1bdf |
children | 3b8a736c45a7 |
rev | line source |
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1 import std/os |
1231 | 2 import std/sequtils |
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3 import std/math |
1232 | 4 import std/monotimes |
5 import std/times | |
1203 | 6 import std/options |
1204 | 7 import std/random |
8 | |
1267 | 9 import ../semicongine |
1203 | 10 |
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11 proc test_01_triangle(time: float32) = |
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12 var renderdata = initRenderData() |
1203 | 13 |
14 type | |
1252 | 15 PushConstant = object |
16 scale: float32 | |
1332 | 17 |
1242 | 18 Shader = object |
1203 | 19 position {.VertexAttribute.}: Vec3f |
20 color {.VertexAttribute.}: Vec3f | |
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21 pushConstant {.PushConstant.}: PushConstant |
1203 | 22 fragmentColor {.Pass.}: Vec3f |
23 outColor {.ShaderOutput.}: Vec4f | |
24 # code | |
1332 | 25 vertexCode: string = |
26 """void main() { | |
1203 | 27 fragmentColor = color; |
1252 | 28 gl_Position = vec4(position * pushConstant.scale, 1);}""" |
1332 | 29 fragmentCode: string = |
30 """void main() { | |
1203 | 31 outColor = vec4(fragmentColor, 1);}""" |
1332 | 32 |
1203 | 33 TriangleMesh = object |
34 position: GPUArray[Vec3f, VertexBuffer] | |
35 color: GPUArray[Vec3f, VertexBuffer] | |
1332 | 36 |
1203 | 37 var mesh = TriangleMesh( |
1332 | 38 position: asGPUArray( |
39 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer | |
40 ), | |
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41 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1203 | 42 ) |
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43 assignBuffers(renderdata, mesh) |
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44 renderdata.flushAllMemory() |
1203 | 45 |
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46 var pipeline = createPipeline(Shader(), renderPass = vulkan.swapchain.renderPass) |
1203 | 47 |
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48 var start = getMonoTime() |
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49 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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50 withNextFrame(framebuffer, commandbuffer): |
1332 | 51 withRenderPass( |
52 vulkan.swapchain.renderPass, | |
53 framebuffer, | |
54 commandbuffer, | |
55 vulkan.swapchain.width, | |
56 vulkan.swapchain.height, | |
57 vec4(0, 0, 0, 0), | |
58 ): | |
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59 withPipeline(commandbuffer, pipeline): |
1332 | 60 renderWithPushConstant( |
61 commandbuffer = commandbuffer, | |
62 pipeline = pipeline, | |
63 mesh = mesh, | |
64 pushConstant = PushConstant( | |
65 scale: 0.3 + ((getMonoTime() - start).inMilliseconds().int / 1000) | |
66 ), | |
67 ) | |
1203 | 68 |
69 # cleanup | |
1204 | 70 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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71 destroyPipeline(pipeline) |
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72 destroyRenderData(renderdata) |
1203 | 73 |
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74 proc test_02_triangle_quad_instanced(time: float32) = |
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75 var renderdata = initRenderData() |
1204 | 76 |
77 type | |
78 SomeShader = object | |
79 position {.VertexAttribute.}: Vec3f | |
80 color {.VertexAttribute.}: Vec3f | |
81 pos {.InstanceAttribute.}: Vec3f | |
82 scale {.InstanceAttribute.}: float32 | |
83 fragmentColor {.Pass.}: Vec3f | |
84 outColor {.ShaderOutput.}: Vec4f | |
85 # code | |
1332 | 86 vertexCode: string = |
87 """void main() { | |
1204 | 88 fragmentColor = color; |
89 gl_Position = vec4((position * scale) + pos, 1);}""" | |
1332 | 90 fragmentCode: string = |
91 """void main() { | |
1204 | 92 outColor = vec4(fragmentColor, 1);}""" |
1332 | 93 |
1204 | 94 TriangleMesh = object |
95 position: GPUArray[Vec3f, VertexBuffer] | |
96 color: GPUArray[Vec3f, VertexBuffer] | |
1332 | 97 |
1204 | 98 QuadMesh = object |
99 position: GPUArray[Vec3f, VertexBuffer] | |
100 color: GPUArray[Vec3f, VertexBuffer] | |
101 indices: GPUArray[uint16, IndexBuffer] | |
1332 | 102 |
1204 | 103 Instances = object |
104 pos: GPUArray[Vec3f, VertexBuffer] | |
105 scale: GPUArray[float32, VertexBuffer] | |
1332 | 106 |
1204 | 107 var tri = TriangleMesh( |
1332 | 108 position: asGPUArray( |
109 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer | |
110 ), | |
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111 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1204 | 112 ) |
113 var quad = QuadMesh( | |
1332 | 114 position: asGPUArray( |
115 [vec3(-0.3, -0.3, 0), vec3(-0.3, 0.3, 0), vec3(0.3, 0.3, 0), vec3(0.3, -0.3, 0)], | |
116 VertexBuffer, | |
117 ), | |
1204 | 118 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
1332 | 119 color: asGPUArray( |
120 [vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1), vec3(1, 1, 1)], VertexBuffer | |
121 ), | |
1204 | 122 ) |
123 | |
124 var instancesA: Instances | |
1332 | 125 for n in 1 .. 100: |
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126 instancesA.pos.data.add vec3(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32), 0) |
1204 | 127 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32) |
128 var instancesB: Instances | |
1332 | 129 for n in 1 .. 100: |
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130 instancesB.pos.data.add vec3(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32), 0) |
1204 | 131 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32) |
132 | |
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133 assignBuffers(renderdata, tri) |
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134 assignBuffers(renderdata, quad) |
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135 assignBuffers(renderdata, instancesA) |
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136 assignBuffers(renderdata, instancesB) |
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137 renderdata.flushAllMemory() |
1204 | 138 |
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139 var pipeline = createPipeline(SomeShader(), renderPass = vulkan.swapchain.renderPass) |
1204 | 140 |
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141 var start = getMonoTime() |
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142 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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143 withNextFrame(framebuffer, commandbuffer): |
1332 | 144 withRenderPass( |
145 vulkan.swapchain.renderPass, | |
146 framebuffer, | |
147 commandbuffer, | |
148 vulkan.swapchain.width, | |
149 vulkan.swapchain.height, | |
150 vec4(0, 0, 0, 0), | |
151 ): | |
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152 withPipeline(commandbuffer, pipeline): |
1332 | 153 render( |
154 commandbuffer = commandbuffer, | |
155 pipeline = pipeline, | |
156 mesh = quad, | |
157 instances = instancesA, | |
158 ) | |
159 render( | |
160 commandbuffer = commandbuffer, | |
161 pipeline = pipeline, | |
162 mesh = quad, | |
163 instances = instancesB, | |
164 ) | |
165 render( | |
166 commandbuffer = commandbuffer, | |
167 pipeline = pipeline, | |
168 mesh = tri, | |
169 instances = instancesA, | |
170 ) | |
171 render( | |
172 commandbuffer = commandbuffer, | |
173 pipeline = pipeline, | |
174 mesh = tri, | |
175 instances = instancesB, | |
176 ) | |
1204 | 177 |
178 # cleanup | |
179 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
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180 destroyPipeline(pipeline) |
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181 destroyRenderData(renderdata) |
1204 | 182 |
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183 proc test_03_simple_descriptorset(time: float32) = |
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184 var renderdata = initRenderData() |
1210 | 185 |
186 type | |
187 Material = object | |
188 baseColor: Vec3f | |
189 | |
190 Uniforms = object | |
191 material: GPUValue[Material, UniformBuffer] | |
1252 | 192 texture1: Image[BGRA] |
1210 | 193 |
194 QuadShader = object | |
195 position {.VertexAttribute.}: Vec3f | |
196 fragmentColor {.Pass.}: Vec3f | |
197 uv {.Pass.}: Vec2f | |
198 outColor {.ShaderOutput.}: Vec4f | |
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199 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1210 | 200 # code |
1332 | 201 vertexCode: string = |
202 """void main() { | |
1210 | 203 fragmentColor = material.baseColor; |
204 gl_Position = vec4(position, 1); | |
205 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5; | |
206 uv = position.xy + 0.5; | |
207 }""" | |
1332 | 208 fragmentCode: string = |
209 """void main() { | |
1210 | 210 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}""" |
1332 | 211 |
1210 | 212 QuadMesh = object |
213 position: GPUArray[Vec3f, VertexBuffer] | |
214 indices: GPUArray[uint16, IndexBuffer] | |
215 | |
1252 | 216 let R = BGRA([255'u8, 0'u8, 0'u8, 255'u8]) |
217 let G = BGRA([0'u8, 255'u8, 0'u8, 255'u8]) | |
218 let B = BGRA([0'u8, 0'u8, 255'u8, 255'u8]) | |
219 let W = BGRA([255'u8, 255'u8, 255'u8, 255'u8]) | |
1210 | 220 var |
221 quad = QuadMesh( | |
1332 | 222 position: asGPUArray( |
223 [vec3(-0.5, -0.5, 0), vec3(-0.5, 0.5, 0), vec3(0.5, 0.5, 0), vec3(0.5, -0.5, 0)], | |
224 VertexBuffer, | |
225 ), | |
1210 | 226 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
227 ) | |
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228 uniforms1 = asDescriptorSetData( |
1210 | 229 Uniforms( |
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230 material: asGPUValue(Material(baseColor: vec3(1, 1, 1)), UniformBuffer), |
1332 | 231 texture1: Image[BGRA]( |
232 width: 3, | |
233 height: 3, | |
234 data: @[R, G, B, G, B, R, B, R, G], | |
235 minInterpolation: VK_FILTER_NEAREST, | |
236 magInterpolation: VK_FILTER_NEAREST, | |
237 ), | |
1210 | 238 ) |
239 ) | |
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240 uniforms2 = asDescriptorSetData( |
1210 | 241 Uniforms( |
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242 material: asGPUValue(Material(baseColor: vec3(0.5, 0.5, 0.5)), UniformBuffer), |
1252 | 243 texture1: Image[BGRA](width: 2, height: 2, data: @[R, G, B, W]), |
1332 | 244 ) |
1210 | 245 ) |
246 | |
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247 assignBuffers(renderdata, quad) |
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248 assignBuffers(renderdata, uniforms1) |
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249 assignBuffers(renderdata, uniforms2) |
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250 uploadImages(renderdata, uniforms1) |
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251 uploadImages(renderdata, uniforms2) |
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252 renderdata.flushAllMemory() |
1210 | 253 |
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254 var pipeline = createPipeline(QuadShader(), renderPass = vulkan.swapchain.renderPass) |
1210 | 255 |
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256 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
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257 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2) |
1210 | 258 |
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259 var start = getMonoTime() |
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260 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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261 withNextFrame(framebuffer, commandbuffer): |
1332 | 262 withRenderPass( |
263 vulkan.swapchain.renderPass, | |
264 framebuffer, | |
265 commandbuffer, | |
266 vulkan.swapchain.width, | |
267 vulkan.swapchain.height, | |
268 vec4(0, 0, 0, 0), | |
269 ): | |
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270 withPipeline(commandbuffer, pipeline): |
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271 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) |
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272 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 273 |
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274 bindDescriptorSet(commandbuffer, uniforms2, 0, pipeline) |
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275 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1210 | 276 |
277 # cleanup | |
278 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
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279 destroyPipeline(pipeline) |
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280 destroyRenderData(renderdata) |
1210 | 281 |
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282 proc test_04_multiple_descriptorsets(time: float32) = |
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283 var renderdata = initRenderData() |
1203 | 284 |
1204 | 285 type |
286 RenderSettings = object | |
1209 | 287 brigthness: float32 |
1332 | 288 |
1210 | 289 Material = object |
290 baseColor: Vec3f | |
1332 | 291 |
1209 | 292 ObjectSettings = object |
1210 | 293 scale: float32 |
294 materialIndex: uint32 | |
1332 | 295 |
1210 | 296 Constants = object |
297 offset: Vec2f | |
298 | |
299 ConstSet = object | |
300 constants: GPUValue[Constants, UniformBuffer] | |
1332 | 301 |
1209 | 302 MainSet = object |
303 renderSettings: GPUValue[RenderSettings, UniformBufferMapped] | |
1210 | 304 material: array[2, GPUValue[Material, UniformBuffer]] |
1242 | 305 texture1: array[2, Image[Gray]] |
1332 | 306 |
1209 | 307 OtherSet = object |
1210 | 308 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped] |
1209 | 309 |
1204 | 310 QuadShader = object |
311 position {.VertexAttribute.}: Vec3f | |
312 fragmentColor {.Pass.}: Vec3f | |
1210 | 313 uv {.Pass.}: Vec2f |
1204 | 314 outColor {.ShaderOutput.}: Vec4f |
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315 descriptorSets0 {.DescriptorSet: 0.}: ConstSet |
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316 descriptorSets1 {.DescriptorSet: 1.}: MainSet |
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317 descriptorSets2 {.DescriptorSet: 2.}: OtherSet |
1204 | 318 # code |
1332 | 319 vertexCode: string = |
320 """void main() { | |
1210 | 321 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness; |
322 gl_Position = vec4(position * objectSettings.scale, 1); | |
323 gl_Position.xy += constants.offset.xy; | |
324 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5; | |
325 uv = position.xy + 0.5; | |
326 }""" | |
1332 | 327 fragmentCode: string = |
328 """void main() { | |
1210 | 329 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1); |
330 }""" | |
1332 | 331 |
1204 | 332 QuadMesh = object |
333 position: GPUArray[Vec3f, VertexBuffer] | |
334 indices: GPUArray[uint16, IndexBuffer] | |
1203 | 335 |
1204 | 336 var quad = QuadMesh( |
1332 | 337 position: asGPUArray( |
338 [vec3(-0.5, -0.5), vec3(-0.5, 0.5), vec3(0.5, 0.5), vec3(0.5, -0.5)], VertexBuffer | |
339 ), | |
1204 | 340 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
1209 | 341 ) |
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342 var constset = asDescriptorSetData( |
1332 | 343 ConstSet(constants: asGPUValue(Constants(offset: vec2(-0.3, 0.2)), UniformBuffer)) |
1210 | 344 ) |
1242 | 345 let G = Gray([50'u8]) |
346 let W = Gray([255'u8]) | |
1322
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347 var mainset = asDescriptorSetData( |
1209 | 348 MainSet( |
349 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped), | |
1210 | 350 material: [ |
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351 asGPUValue(Material(baseColor: vec3(1, 1, 0)), UniformBuffer), |
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352 asGPUValue(Material(baseColor: vec3(1, 0, 1)), UniformBuffer), |
1332 | 353 ], |
354 texture1: [ | |
355 Image[Gray]( | |
356 width: 2, | |
357 height: 2, | |
358 data: @[W, G, G, W], | |
359 minInterpolation: VK_FILTER_NEAREST, | |
360 magInterpolation: VK_FILTER_NEAREST, | |
361 ), | |
362 Image[Gray]( | |
363 width: 3, | |
364 height: 3, | |
365 data: @[W, G, W, G, W, G, W, G, W], | |
366 minInterpolation: VK_FILTER_NEAREST, | |
367 magInterpolation: VK_FILTER_NEAREST, | |
368 ), | |
369 ], | |
370 ) | |
1210 | 371 ) |
1322
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372 var otherset1 = asDescriptorSetData( |
1210 | 373 OtherSet( |
1332 | 374 objectSettings: |
375 asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped) | |
1209 | 376 ) |
1204 | 377 ) |
1322
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378 var otherset2 = asDescriptorSetData( |
1209 | 379 OtherSet( |
1332 | 380 objectSettings: |
381 asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped) | |
1209 | 382 ) |
1204 | 383 ) |
1209 | 384 |
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385 assignBuffers(renderdata, quad) |
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386 assignBuffers(renderdata, constset) |
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387 assignBuffers(renderdata, mainset) |
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388 assignBuffers(renderdata, otherset1) |
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389 assignBuffers(renderdata, otherset2) |
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390 uploadImages(renderdata, mainset) |
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391 renderdata.flushAllMemory() |
1204 | 392 |
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393 var pipeline = createPipeline(QuadShader(), renderPass = vulkan.swapchain.renderPass) |
1204 | 394 |
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395 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset) |
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396 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset) |
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397 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1) |
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398 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2) |
1205
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399 |
1235
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400 var start = getMonoTime() |
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401 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1283
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402 withNextFrame(framebuffer, commandbuffer): |
1322
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403 bindDescriptorSet(commandbuffer, constset, 0, pipeline) |
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404 bindDescriptorSet(commandbuffer, mainset, 1, pipeline) |
1242 | 405 |
1332 | 406 withRenderPass( |
407 vulkan.swapchain.renderPass, | |
408 framebuffer, | |
409 commandbuffer, | |
410 vulkan.swapchain.width, | |
411 vulkan.swapchain.height, | |
412 vec4(0, 0, 0, 0), | |
413 ): | |
1283
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414 withPipeline(commandbuffer, pipeline): |
1322
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415 bindDescriptorSet(commandbuffer, otherset1, 2, pipeline) |
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416 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 417 |
1322
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418 bindDescriptorSet(commandbuffer, otherset2, 2, pipeline) |
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419 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
1242 | 420 |
1332 | 421 mainset.data.renderSettings.data.brigthness = |
422 ((getMonoTime() - start).inMilliseconds().int / 1000) / time | |
423 otherset1.data.objectSettings.data.scale = | |
424 0.5 + ((getMonoTime() - start).inMilliseconds().int / 1000) / time | |
1283
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425 updateGPUBuffer(mainset.data.renderSettings) |
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426 updateGPUBuffer(otherset1.data.objectSettings) |
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427 renderdata.flushAllMemory() |
1204 | 428 |
429 # cleanup | |
1203 | 430 checkVkResult vkDeviceWaitIdle(vulkan.device) |
1283
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431 destroyPipeline(pipeline) |
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432 destroyRenderData(renderdata) |
1204 | 433 |
1239
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434 proc test_05_cube(time: float32) = |
1231 | 435 type |
436 UniformData = object | |
1232 | 437 mvp: Mat4 |
1332 | 438 |
1231 | 439 Uniforms = object |
440 data: GPUValue[UniformData, UniformBufferMapped] | |
1332 | 441 |
1231 | 442 CubeShader = object |
443 position {.VertexAttribute.}: Vec3f | |
444 color {.VertexAttribute.}: Vec4f | |
445 fragmentColor {.Pass.}: Vec4f | |
446 outColor {.ShaderOutput.}: Vec4f | |
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447 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1231 | 448 # code |
1332 | 449 vertexCode = |
450 """void main() { | |
1231 | 451 fragmentColor = color; |
1232 | 452 gl_Position = vec4(position, 1) * data.mvp; |
1231 | 453 }""" |
1332 | 454 fragmentCode = |
455 """void main() { | |
1231 | 456 outColor = fragmentColor; |
457 }""" | |
1332 | 458 |
1231 | 459 Mesh = object |
460 position: GPUArray[Vec3f, VertexBuffer] | |
461 normals: GPUArray[Vec3f, VertexBuffer] | |
462 color: GPUArray[Vec4f, VertexBuffer] | |
463 | |
1332 | 464 let quad = |
465 @[ | |
466 vec3(-0.5, -0.5), | |
467 vec3(-0.5, +0.5), | |
468 vec3(+0.5, +0.5), | |
469 vec3(+0.5, +0.5), | |
470 vec3(+0.5, -0.5), | |
471 vec3(-0.5, -0.5), | |
472 ] | |
1232 | 473 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] = |
1231 | 474 for v in data: |
1232 | 475 result.add mat * v |
1231 | 476 |
477 var | |
478 vertices: seq[Vec3f] | |
479 colors: seq[Vec4f] | |
480 normals: seq[Vec3f] | |
481 | |
482 # front, red | |
1280
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483 vertices.add quad.transf(translate(0, 0, -0.5)) |
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484 colors.add newSeqWith(6, vec4(1, 0, 0, 1)) |
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485 normals.add newSeqWith(6, vec3(0, 0, -1)) |
1231 | 486 |
487 # back, cyan | |
1280
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488 vertices.add quad.transf(rotate(PI, Y) * translate(0, 0, -0.5)) |
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489 colors.add newSeqWith(6, vec4(0, 1, 1, 1)) |
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490 normals.add newSeqWith(6, vec3(0, 0, 1)) |
1231 | 491 |
492 # right, green | |
1280
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493 vertices.add quad.transf(rotate(PI / 2, Y) * translate(0, 0, -0.5)) |
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494 colors.add newSeqWith(6, vec4(0, 1, 0, 1)) |
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495 normals.add newSeqWith(6, vec3(-1, 0, 0)) |
1231 | 496 |
497 # left, magenta | |
1280
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498 vertices.add quad.transf(rotate(-PI / 2, Y) * translate(0, 0, -0.5)) |
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499 colors.add newSeqWith(6, vec4(1, 0, 1, 1)) |
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500 normals.add newSeqWith(6, vec3(1, 0, 0)) |
1231 | 501 |
502 # bottom, blue | |
1280
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503 vertices.add quad.transf(rotate(PI / 2, X) * translate(0, 0, -0.5)) |
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504 colors.add newSeqWith(6, vec4(0, 0, 1, 1)) |
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505 normals.add newSeqWith(6, vec3(0, -1, 0)) |
1231 | 506 |
507 # top, yellow | |
1280
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508 vertices.add quad.transf(rotate(-PI / 2, X) * translate(0, 0, -0.5)) |
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509 colors.add newSeqWith(6, vec4(1, 1, 0, 1)) |
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510 normals.add newSeqWith(6, vec3(0, 1, 0)) |
1231 | 511 |
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512 var renderdata = initRenderData() |
1231 | 513 |
514 var mesh = Mesh( | |
515 position: asGPUArray(vertices, VertexBuffer), | |
516 color: asGPUArray(colors, VertexBuffer), | |
517 normals: asGPUArray(normals, VertexBuffer), | |
518 ) | |
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519 assignBuffers(renderdata, mesh) |
1231 | 520 |
521 var floor = Mesh( | |
1332 | 522 position: asGPUArray( |
523 quad.transf(scale(10, 10, 10) * rotate(-PI / 2, X) * translate(0, 0, 0.05)), | |
524 VertexBuffer, | |
525 ), | |
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526 color: asGPUArray(newSeqWith(6, vec4(0.1, 0.1, 0.1, 1)), VertexBuffer), |
1231 | 527 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer), |
528 ) | |
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529 assignBuffers(renderdata, floor) |
1231 | 530 |
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531 var uniforms1 = asDescriptorSetData( |
1332 | 532 Uniforms(data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped)) |
1231 | 533 ) |
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534 assignBuffers(renderdata, uniforms1) |
1231 | 535 |
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536 renderdata.flushAllMemory() |
1231 | 537 |
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538 var pipeline = createPipeline(CubeShader(), renderPass = vulkan.swapchain.renderPass) |
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539 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
1231 | 540 |
1232 | 541 var tStart = getMonoTime() |
542 var t = tStart | |
1231 | 543 |
1235
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544 var start = getMonoTime() |
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545 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1233
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546 let tStartLoop = getMonoTime() - tStart |
1232 | 547 |
548 uniforms1.data.data.data.mvp = ( | |
1332 | 549 projection(-PI / 2, getAspectRatio(), 0.01, 100) * translate(0, 0, 2) * |
550 rotate(PI / 4, X) * rotate( | |
551 PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y | |
552 ) | |
1232 | 553 ) |
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554 updateGPUBuffer(uniforms1.data.data, flush = true) |
1242 | 555 |
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556 withNextFrame(framebuffer, commandbuffer): |
1332 | 557 withRenderPass( |
558 vulkan.swapchain.renderPass, | |
559 framebuffer, | |
560 commandbuffer, | |
561 vulkan.swapchain.width, | |
562 vulkan.swapchain.height, | |
563 vec4(0, 0, 0, 0), | |
564 ): | |
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565 withPipeline(commandbuffer, pipeline): |
1322
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566 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) |
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567 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
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568 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor) |
1233
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569 |
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570 let tEndLoop = getMonoTime() - tStart |
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571 let looptime = tEndLoop - tStartLoop |
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572 let waitTime = 16_666 - looptime.inMicroseconds |
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573 if waitTime > 0: |
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574 sleep((waitTime / 1000).int) |
1231 | 575 |
576 # cleanup | |
577 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
1283
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578 destroyPipeline(pipeline) |
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579 destroyRenderData(renderdata) |
1231 | 580 |
1240
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581 proc test_06_different_draw_modes(time: float32) = |
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582 var renderdata = initRenderData() |
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583 |
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584 type |
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585 Shader = object |
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586 position {.VertexAttribute.}: Vec3f |
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587 color {.VertexAttribute.}: Vec3f |
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588 fragmentColor {.Pass.}: Vec3f |
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589 outColor {.ShaderOutput.}: Vec4f |
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590 # code |
1332 | 591 vertexCode: string = |
592 """void main() { | |
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593 gl_PointSize = 100; |
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594 fragmentColor = color; |
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595 gl_Position = vec4(position, 1);}""" |
1332 | 596 fragmentCode: string = |
597 """void main() { | |
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598 outColor = vec4(fragmentColor, 1);}""" |
1332 | 599 |
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600 TriangleMesh = object |
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601 position: GPUArray[Vec3f, VertexBuffer] |
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602 color: GPUArray[Vec3f, VertexBuffer] |
1332 | 603 |
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604 var triangle = TriangleMesh( |
1332 | 605 position: asGPUArray( |
606 [vec3(-0.5, -0.5, 0), vec3(0, 0.5, 0), vec3(0.5, -0.5, 0)], VertexBuffer | |
607 ), | |
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608 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
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609 ) |
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610 var lines = TriangleMesh( |
1332 | 611 position: asGPUArray( |
612 [vec3(-0.9, 0, 0), vec3(-0.05, -0.9, 0), vec3(0.05, -0.9, 0), vec3(0.9, 0, 0)], | |
613 VertexBuffer, | |
614 ), | |
615 color: asGPUArray( | |
616 [vec3(1, 1, 0), vec3(1, 1, 0), vec3(0, 1, 0), vec3(0, 1, 0)], VertexBuffer | |
617 ), | |
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618 ) |
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619 assignBuffers(renderdata, triangle) |
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620 assignBuffers(renderdata, lines) |
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621 renderdata.flushAllMemory() |
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622 |
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623 var pipeline1 = createPipeline( |
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624 Shader(), |
1332 | 625 renderPass = vulkan.swapchain.renderPass, |
626 polygonMode = VK_POLYGON_MODE_LINE, | |
627 lineWidth = 20'f32, | |
628 ) | |
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629 var pipeline2 = createPipeline( |
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630 Shader(), |
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631 renderPass = vulkan.swapchain.renderPass, |
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632 polygonMode = VK_POLYGON_MODE_POINT, |
1332 | 633 ) |
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634 var pipeline3 = createPipeline( |
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635 Shader(), |
1332 | 636 renderPass = vulkan.swapchain.renderPass, |
637 topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST, | |
638 lineWidth = 5, | |
639 ) | |
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640 var pipeline4 = createPipeline( |
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641 Shader(), |
1332 | 642 renderPass = vulkan.swapchain.renderPass, |
643 topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST, | |
644 ) | |
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645 |
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646 var start = getMonoTime() |
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647 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
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648 withNextFrame(framebuffer, commandbuffer): |
1332 | 649 withRenderPass( |
650 vulkan.swapchain.renderPass, | |
651 framebuffer, | |
652 commandbuffer, | |
653 vulkan.swapchain.width, | |
654 vulkan.swapchain.height, | |
655 vec4(0, 0, 0, 0), | |
656 ): | |
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657 withPipeline(commandbuffer, pipeline1): |
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658 render(commandbuffer = commandbuffer, pipeline = pipeline1, mesh = triangle) |
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659 withPipeline(commandbuffer, pipeline2): |
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660 render(commandbuffer = commandbuffer, pipeline = pipeline2, mesh = triangle) |
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661 withPipeline(commandbuffer, pipeline3): |
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662 render(commandbuffer = commandbuffer, pipeline = pipeline3, mesh = lines) |
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663 withPipeline(commandbuffer, pipeline4): |
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664 render(commandbuffer = commandbuffer, pipeline = pipeline4, mesh = lines) |
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665 |
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666 # cleanup |
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667 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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668 destroyPipeline(pipeline1) |
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669 destroyPipeline(pipeline2) |
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670 destroyPipeline(pipeline3) |
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671 destroyPipeline(pipeline4) |
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672 destroyRenderData(renderdata) |
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673 |
1334 | 674 proc test_08_texture_array(time: float32) = |
675 var renderdata = initRenderData() | |
676 | |
677 type | |
678 Uniforms = object | |
679 textures: ImageArray[BGRA] | |
680 | |
681 Shader = object | |
682 position {.VertexAttribute.}: Vec3f | |
683 uv {.VertexAttribute.}: Vec2f | |
684 fragmentUv {.Pass.}: Vec2f | |
685 outColor {.ShaderOutput.}: Vec4f | |
686 descriptorSets {.DescriptorSet: 0.}: Uniforms | |
687 # code | |
688 vertexCode: string = | |
689 """ | |
690 void main() { | |
691 fragmentUv = uv; | |
692 gl_Position = vec4(position, 1); | |
693 }""" | |
694 fragmentCode: string = | |
695 """ | |
696 void main() { | |
697 vec4 col1 = texture(textures, vec3(fragmentUv, 0)); | |
698 vec4 col2 = texture(textures, vec3(fragmentUv, 1)); | |
699 float w = length(fragmentUv * 2 - 1) / 1.41421; | |
700 outColor = (1 - w) * col1 + w * col2; | |
701 }""" | |
702 | |
703 Quad = object | |
704 position: GPUArray[Vec3f, VertexBuffer] | |
705 uv: GPUArray[Vec2f, VertexBuffer] | |
706 | |
707 var mesh = Quad( | |
708 position: asGPUArray( | |
709 [ | |
710 vec3(-0.8, -0.5), | |
711 vec3(-0.8, 0.5), | |
712 vec3(0.8, 0.5), | |
713 vec3(0.8, 0.5), | |
714 vec3(0.8, -0.5), | |
715 vec3(-0.8, -0.5), | |
716 ], | |
717 VertexBuffer, | |
718 ), | |
719 uv: asGPUArray( | |
720 [vec2(0, 1), vec2(0, 0), vec2(1, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)], | |
721 VertexBuffer, | |
722 ), | |
723 ) | |
724 assignBuffers(renderdata, mesh) | |
725 renderdata.flushAllMemory() | |
726 | |
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727 var pipeline = createPipeline(Shader(), renderPass = vulkan.swapchain.renderPass) |
1334 | 728 var uniforms1 = asDescriptorSetData( |
729 Uniforms(textures: loadImageArray[BGRA](["art.png", "art1.png"])) | |
730 ) | |
731 uploadImages(renderdata, uniforms1) | |
732 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) | |
733 | |
734 var start = getMonoTime() | |
735 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: | |
736 withNextFrame(framebuffer, commandbuffer): | |
737 withRenderPass( | |
738 vulkan.swapchain.renderPass, | |
739 framebuffer, | |
740 commandbuffer, | |
741 vulkan.swapchain.width, | |
742 vulkan.swapchain.height, | |
743 vec4(0, 0, 0, 0), | |
744 ): | |
745 withPipeline(commandbuffer, pipeline): | |
746 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) | |
747 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) | |
748 | |
749 # cleanup | |
750 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
751 destroyPipeline(pipeline) | |
752 destroyRenderData(renderdata) | |
753 | |
1242 | 754 proc test_07_png_texture(time: float32) = |
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755 var renderdata = initRenderData() |
1242 | 756 |
757 type | |
758 Uniforms = object | |
1252 | 759 texture1: Image[BGRA] |
1332 | 760 |
1242 | 761 Shader = object |
762 position {.VertexAttribute.}: Vec3f | |
763 uv {.VertexAttribute.}: Vec2f | |
764 fragmentUv {.Pass.}: Vec2f | |
765 outColor {.ShaderOutput.}: Vec4f | |
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766 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1242 | 767 # code |
1332 | 768 vertexCode: string = |
769 """ | |
1242 | 770 void main() { |
771 fragmentUv = uv; | |
772 gl_Position = vec4(position, 1); | |
773 }""" | |
1332 | 774 fragmentCode: string = |
775 """ | |
1242 | 776 void main() { |
777 outColor = texture(texture1, fragmentUv); | |
778 }""" | |
1332 | 779 |
1242 | 780 Quad = object |
781 position: GPUArray[Vec3f, VertexBuffer] | |
782 uv: GPUArray[Vec2f, VertexBuffer] | |
1332 | 783 |
1242 | 784 var mesh = Quad( |
1332 | 785 position: asGPUArray( |
786 [ | |
787 vec3(-0.8, -0.5), | |
788 vec3(-0.8, 0.5), | |
789 vec3(0.8, 0.5), | |
790 vec3(0.8, 0.5), | |
791 vec3(0.8, -0.5), | |
792 vec3(-0.8, -0.5), | |
793 ], | |
794 VertexBuffer, | |
795 ), | |
796 uv: asGPUArray( | |
797 [vec2(0, 1), vec2(0, 0), vec2(1, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)], | |
798 VertexBuffer, | |
799 ), | |
1242 | 800 ) |
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801 assignBuffers(renderdata, mesh) |
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802 renderdata.flushAllMemory() |
1242 | 803 |
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804 var pipeline = createPipeline(Shader(), renderPass = vulkan.swapchain.renderPass) |
1332 | 805 var uniforms1 = asDescriptorSetData(Uniforms(texture1: loadImage[BGRA]("art.png"))) |
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806 uploadImages(renderdata, uniforms1) |
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807 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) |
1242 | 808 |
809 var start = getMonoTime() | |
810 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: | |
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811 withNextFrame(framebuffer, commandbuffer): |
1332 | 812 withRenderPass( |
813 vulkan.swapchain.renderPass, | |
814 framebuffer, | |
815 commandbuffer, | |
816 vulkan.swapchain.width, | |
817 vulkan.swapchain.height, | |
818 vec4(0, 0, 0, 0), | |
819 ): | |
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820 withPipeline(commandbuffer, pipeline): |
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821 bindDescriptorSet(commandbuffer, uniforms1, 0, pipeline) |
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822 render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
1242 | 823 |
824 # cleanup | |
825 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
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826 destroyPipeline(pipeline) |
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827 destroyRenderData(renderdata) |
1242 | 828 |
1334 | 829 proc test_09_triangle_2pass( |
1332 | 830 time: float32, depthBuffer: bool, samples: VkSampleCountFlagBits |
831 ) = | |
832 var (offscreenRP, presentRP) = | |
833 createIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) | |
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834 |
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835 setupSwapchain(renderpass = presentRP) |
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836 |
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837 var renderdata = initRenderData() |
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838 |
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839 type |
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840 Uniforms = object |
1252 | 841 frameTexture: Image[BGRA] |
1332 | 842 |
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843 TriangleShader = object |
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844 position {.VertexAttribute.}: Vec3f |
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845 color {.VertexAttribute.}: Vec3f |
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846 fragmentColor {.Pass.}: Vec3f |
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847 outColor {.ShaderOutput.}: Vec4f |
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|
848 # code |
1332 | 849 vertexCode: string = |
850 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
851 fragmentColor = color; |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
852 gl_Position = vec4(position, 1);}""" |
1332 | 853 fragmentCode: string = |
854 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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changeset
|
855 outColor = vec4(fragmentColor, 1);}""" |
1332 | 856 |
1214
04e446a7eb2b
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sam <sam@basx.dev>
parents:
1213
diff
changeset
|
857 PresentShader = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
858 position {.VertexAttribute.}: Vec2f |
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add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
859 uv {.Pass.}: Vec2f |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
860 outColor {.ShaderOutput.}: Vec4f |
1322
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
861 descriptorSets {.DescriptorSet: 0.}: Uniforms |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
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changeset
|
862 # code |
1332 | 863 vertexCode: string = |
864 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
865 uv = ((position + 1) * 0.5) * vec2(1, -1); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
866 gl_Position = vec4(position, 0, 1);}""" |
1332 | 867 fragmentCode: string = |
868 """void main() { | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
869 vec2 uv1 = uv + vec2(0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
870 vec2 uv2 = uv + vec2(0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
871 vec2 uv3 = uv + vec2(-0.001, 0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
872 vec2 uv4 = uv + vec2(-0.001, -0.001); |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
873 outColor = ( |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
874 texture(frameTexture, uv1) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
875 texture(frameTexture, uv2) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
876 texture(frameTexture, uv3) + |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
877 texture(frameTexture, uv4) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
878 ) / 4; |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
879 }""" |
1332 | 880 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
881 TriangleMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
882 position: GPUArray[Vec3f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
883 color: GPUArray[Vec3f, VertexBuffer] |
1332 | 884 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
885 QuadMesh = object |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
886 position: GPUArray[Vec2f, VertexBuffer] |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
887 indices: GPUArray[uint16, IndexBuffer] |
1332 | 888 |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
889 var mesh = TriangleMesh( |
1332 | 890 position: |
891 asGPUArray([vec3(-0.5, -0.5), vec3(0, 0.5), vec3(0.5, -0.5)], VertexBuffer), | |
1280
a89a70ea3da2
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1277
diff
changeset
|
892 color: asGPUArray([vec3(0, 0, 1), vec3(0, 1, 0), vec3(1, 0, 0)], VertexBuffer), |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
893 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
894 var quad = QuadMesh( |
1332 | 895 position: |
896 asGPUArray([vec2(-1, -1), vec2(-1, 1), vec2(1, 1), vec2(1, -1)], VertexBuffer), | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
897 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
898 ) |
1322
4a1c2b1128bc
did: improve handling of descriptor sets
sam <sam@basx.dev>
parents:
1299
diff
changeset
|
899 var uniforms1 = asDescriptorSetData( |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
900 Uniforms( |
1332 | 901 frameTexture: Image[BGRA]( |
902 width: vulkan.swapchain.width, | |
903 height: vulkan.swapchain.height, | |
904 isRenderTarget: true, | |
905 ) | |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
906 ) |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
907 ) |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
908 assignBuffers(renderdata, mesh) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
909 assignBuffers(renderdata, quad) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
910 uploadImages(renderdata, uniforms1) |
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
911 renderdata.flushAllMemory() |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
912 |
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
913 var |
1414
5e5a3311ca44
did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents:
1375
diff
changeset
|
914 drawPipeline = createPipeline(TriangleShader(), renderPass = offscreenRP) |
5e5a3311ca44
did: small improvment to allow easy adjustment of shader-code
sam <sam@basx.dev>
parents:
1375
diff
changeset
|
915 presentPipeline = createPipeline(PresentShader(), renderPass = presentRP) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
916 |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
917 initDescriptorSet(renderdata, presentPipeline.descriptorSetLayouts[0], uniforms1) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
918 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
919 # create depth buffer images (will not use the one in the swapchain |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
920 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
921 depthImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
922 depthImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
923 depthMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
924 if offscreenRP.depthBuffer: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
925 depthImage = svkCreate2DImage( |
1239
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
926 width = vulkan.swapchain.width, |
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
927 height = vulkan.swapchain.height, |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
928 format = DEPTH_FORMAT, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
929 usage = [VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT], |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
930 samples = offscreenRP.samples, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
931 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
932 let requirements = svkGetImageMemoryRequirements(depthImage) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
933 depthMemory = svkAllocateMemory( |
1332 | 934 requirements.size, bestMemory(mappable = false, filter = requirements.memoryTypes) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
935 ) |
1332 | 936 checkVkResult vkBindImageMemory(vulkan.device, depthImage, depthMemory, 0) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
937 depthImageView = svkCreate2DImageView( |
1332 | 938 image = depthImage, format = DEPTH_FORMAT, aspect = VK_IMAGE_ASPECT_DEPTH_BIT |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
939 ) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
940 |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
941 # create msaa images (will not use the one in the swapchain |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
942 var |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
943 msaaImage: VkImage |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
944 msaaImageView: VkImageView |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
945 msaaMemory: VkDeviceMemory |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
946 if offscreenRP.samples != VK_SAMPLE_COUNT_1_BIT: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
947 msaaImage = svkCreate2DImage( |
1239
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
948 width = vulkan.swapchain.width, |
69489a678141
add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents:
1235
diff
changeset
|
949 height = vulkan.swapchain.height, |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
950 format = SURFACE_FORMAT, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
951 usage = [VK_IMAGE_USAGE_SAMPLED_BIT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT], |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
952 samples = offscreenRP.samples, |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
953 ) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
954 let requirements = svkGetImageMemoryRequirements(msaaImage) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
955 msaaMemory = svkAllocateMemory( |
1332 | 956 requirements.size, bestMemory(mappable = false, filter = requirements.memoryTypes) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
957 ) |
1332 | 958 checkVkResult vkBindImageMemory(vulkan.device, msaaImage, msaaMemory, 0) |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
959 msaaImageView = svkCreate2DImageView(image = msaaImage, format = SURFACE_FORMAT) |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
960 |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
961 var attachments: seq[VkImageView] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
962 if offscreenRP.samples == VK_SAMPLE_COUNT_1_BIT: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
963 if offscreenRP.depthBuffer: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
964 attachments = @[uniforms1.data.frameTexture.imageview, depthImageView] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
965 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
966 attachments = @[uniforms1.data.frameTexture.imageview] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
967 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
968 if offscreenRP.depthBuffer: |
1332 | 969 attachments = |
970 @[msaaImageView, depthImageView, uniforms1.data.frameTexture.imageview] | |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
971 else: |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
972 attachments = @[msaaImageView, uniforms1.data.frameTexture.imageview] |
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
973 var offscreenFB = svkCreateFramebuffer( |
1332 | 974 offscreenRP.vk, vulkan.swapchain.width, vulkan.swapchain.height, attachments |
1229
5dcb503ef0c0
did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents:
1228
diff
changeset
|
975 ) |
1214
04e446a7eb2b
add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents:
1213
diff
changeset
|
976 |
1235
c70fee6568f6
did: improv render tests to run without user input
sam <sam@basx.dev>
parents:
1233
diff
changeset
|
977 var start = getMonoTime() |
c70fee6568f6
did: improv render tests to run without user input
sam <sam@basx.dev>
parents:
1233
diff
changeset
|
978 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time: |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
979 withNextFrame(framebuffer, commandbuffer): |
1332 | 980 withRenderPass( |
981 offscreenRP, | |
982 offscreenFB, | |
983 commandbuffer, | |
984 vulkan.swapchain.width, | |
985 vulkan.swapchain.height, | |
986 vec4(0, 0, 0, 0), | |
987 ): | |
1283
0369fa1ffbd9
did: undo part of stupid API renaming a few weeks back ;(
sam <sam@basx.dev>
parents:
1280
diff
changeset
|
988 withPipeline(commandbuffer, drawPipeline): |
0369fa1ffbd9
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989 render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh) |
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990 |
1332 | 991 withRenderPass( |
992 presentRP, | |
993 framebuffer, | |
994 commandbuffer, | |
995 vulkan.swapchain.width, | |
996 vulkan.swapchain.height, | |
997 vec4(0, 0, 0, 0), | |
998 ): | |
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999 withPipeline(commandbuffer, presentPipeline): |
1322
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1000 bindDescriptorSet(commandbuffer, uniforms1, 0, presentPipeline) |
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1001 render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad) |
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1002 |
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1003 # cleanup |
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1004 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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1005 destroyPipeline(presentPipeline) |
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1006 destroyPipeline(drawPipeline) |
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1007 destroyRenderData(renderdata) |
1229
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1008 if depthImage.Valid: |
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1009 vkDestroyImageView(vulkan.device, depthImageView, nil) |
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1010 vkDestroyImage(vulkan.device, depthImage, nil) |
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1011 vkFreeMemory(vulkan.device, depthMemory, nil) |
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1012 if msaaImage.Valid: |
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1013 vkDestroyImageView(vulkan.device, msaaImageView, nil) |
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1014 vkDestroyImage(vulkan.device, msaaImage, nil) |
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1015 vkFreeMemory(vulkan.device, msaaMemory, nil) |
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1016 destroyRenderPass(offscreenRP) |
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1017 destroyRenderPass(presentRP) |
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1018 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil) |
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1019 clearSwapchain() |
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1020 |
1204 | 1021 when isMainModule: |
1235
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1022 var time = 1'f32 |
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1023 initVulkan() |
1204 | 1024 |
1229
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1025 var mainRenderpass: RenderPass |
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1026 var renderPasses = [ |
1332 | 1027 (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT), |
1028 (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT), | |
1029 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT), | |
1030 (depthBuffer: true, samples: VK_SAMPLE_COUNT_4_BIT), | |
1229
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1031 ] |
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1032 |
1204 | 1033 # test normal |
1230 | 1034 for i, (depthBuffer, samples) in renderPasses: |
1332 | 1035 var renderpass = |
1036 createDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) | |
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1037 setupSwapchain(renderpass = renderpass) |
1204 | 1038 |
1230 | 1039 # tests a simple triangle with minimalistic shader and vertex format |
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1040 test_01_triangle(time) |
1230 | 1041 |
1042 # tests instanced triangles and quads, mixing meshes and instances | |
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1043 test_02_triangle_quad_instanced(time) |
1210 | 1044 |
1230 | 1045 # teste descriptor sets |
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1046 test_03_simple_descriptorset(time) |
1204 | 1047 |
1230 | 1048 # tests multiple descriptor sets and arrays |
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1049 test_04_multiple_descriptorsets(time) |
1231 | 1050 |
1051 # rotating cube | |
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1052 test_05_cube(time) |
1204 | 1053 |
1240
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1054 # different draw modes (lines, points, and topologies) |
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1055 test_06_different_draw_modes(time) |
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1056 |
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1057 test_07_png_texture(time) |
1334 | 1058 |
1059 test_08_texture_array(time) | |
1242 | 1060 |
1230 | 1061 checkVkResult vkDeviceWaitIdle(vulkan.device) |
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1062 destroyRenderPass(renderpass) |
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1063 clearSwapchain() |
1204 | 1064 |
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1065 # test multiple render passes |
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1066 for i, (depthBuffer, samples) in renderPasses: |
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1067 test_09_triangle_2pass(time, depthBuffer, samples) |
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1068 |
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1069 destroyVulkan() |