Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 322:6dab370d1758
add: first, incomplete version of material use
author | Sam <sam@basx.dev> |
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date | Sat, 19 Aug 2023 01:10:42 +0700 |
parents | 30117d8f0052 |
children | 9defff46da48 |
rev | line source |
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1 import std/tables |
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2 |
117 | 3 import semicongine |
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4 |
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5 |
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6 let sampler = Sampler( |
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7 magnification: VK_FILTER_NEAREST, |
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8 minification: VK_FILTER_NEAREST, |
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9 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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10 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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11 ) |
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12 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
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13 let mat = Material( |
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14 materialType: "my_material", |
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15 textures: { |
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16 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ |
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17 R, R, R, R, R, |
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18 R, R, W, R, R, |
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19 R, W, W, W, R, |
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20 R, R, W, R, R, |
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21 R, R, R, R, R, |
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22 ]), sampler: sampler) |
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23 }.toTable |
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24 ) |
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25 |
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26 proc scene_different_mesh_types(): Entity = |
302 | 27 result = newEntity("root", [], |
28 newEntity("triangle1", {"mesh": Component(newMesh( | |
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29 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
211 | 30 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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31 material=mat, |
302 | 32 ))}), |
33 newEntity("triangle1b", {"mesh": Component(newMesh( | |
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34 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
211 | 35 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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36 material=mat, |
302 | 37 ))}), |
38 newEntity("triangle2a", {"mesh": Component(newMesh( | |
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39 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
211 | 40 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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41 indices=[[0'u16, 2'u16, 1'u16]], |
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42 material=mat, |
302 | 43 ))}), |
44 newEntity("triangle2b", {"mesh": Component(newMesh( | |
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45 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
211 | 46 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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47 indices=[[0'u16, 2'u16, 1'u16]], |
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48 material=mat, |
302 | 49 ))}), |
50 newEntity("triangle3a", {"mesh": Component(newMesh( | |
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51 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 52 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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53 indices=[[0'u32, 2'u32, 1'u32]], |
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54 autoResize=false, |
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55 material=mat, |
302 | 56 ))}), |
57 newEntity("triangle3b", {"mesh": Component(newMesh( | |
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58 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 59 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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60 indices=[[0'u32, 2'u32, 1'u32]], |
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61 autoResize=false, |
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62 material=mat, |
302 | 63 ))}), |
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64 ) |
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65 for mesh in allComponentsOfType[Mesh](result): |
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66 mesh.setInstanceData("translate", @[newVec3f()]) |
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67 |
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68 proc scene_simple(): Entity = |
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69 var mymesh1 = newMesh( |
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70 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
211 | 71 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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72 material=mat, |
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73 ) |
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74 var mymesh2 = newMesh( |
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75 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
211 | 76 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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77 material=mat, |
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78 ) |
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79 var mymesh3 = newMesh( |
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80 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
211 | 81 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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82 indices=[[0'u32, 1'u32, 2'u32]], |
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83 autoResize=false, |
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84 material=mat, |
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85 ) |
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86 var mymesh4 = newMesh( |
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87 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
211 | 88 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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89 indices=[[0'u16, 1'u16, 2'u16]], |
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90 instanceCount=2, |
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91 material=mat, |
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92 ) |
126 | 93 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) |
94 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) | |
95 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)]) | |
96 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)]) | |
302 | 97 result = newEntity("root", [], newEntity("triangle", {"mesh1": Component(mymesh4), "mesh2": Component(mymesh3), "mesh3": Component(mymesh2), "mesh4": Component(mymesh1)})) |
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98 |
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99 proc scene_primitives(): Entity = |
125 | 100 var r = rect(color="ff0000") |
101 var t = tri(color="0000ff") | |
102 var c = circle(color="00ff00") | |
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103 t.material = mat |
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104 t.material = mat |
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105 c.material = mat |
226 | 106 |
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107 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)]) |
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108 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)]) |
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109 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)]) |
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110 result = newEntity("root", {"mesh1": Component(t), "mesh2": Component(r), "mesh3": Component(c)}) |
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111 |
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112 proc scene_flag(): Entity = |
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113 var r = rect(color="ff0000") |
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114 r.material = mat |
211 | 115 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)]) |
302 | 116 result = newEntity("root", {"mesh": Component(r)}) |
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117 |
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118 proc main() = |
127 | 119 var engine = initEngine("Test") |
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120 |
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121 # INIT RENDERER: |
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122 const |
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123 shaderConfiguration = createShaderConfiguration( |
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124 inputs=[ |
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125 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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126 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
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127 attr[Vec3f]("translate", perInstance=true) |
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128 ], |
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129 intermediates=[attr[Vec4f]("outcolor")], |
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130 outputs=[attr[Vec4f]("color")], |
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131 uniforms=[attr[float32]("time")], |
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132 samplers=[attr[Sampler2DType]("my_little_texture")], |
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133 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""", |
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134 fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;", |
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135 ) |
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136 engine.setRenderer({"my_material": shaderConfiguration}.toTable) |
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137 |
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138 # INIT SCENES |
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139 var scenes = [ |
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140 newScene("simple", scene_simple(), transformAttribute="", materialIndexAttribute=""), |
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141 newScene("different mesh types", scene_different_mesh_types(), transformAttribute="", materialIndexAttribute=""), |
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142 newScene("primitives", scene_primitives(), transformAttribute="", materialIndexAttribute=""), |
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143 newScene("flag", scene_flag(), transformAttribute="", materialIndexAttribute=""), |
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144 ] |
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145 |
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146 for scene in scenes.mitems: |
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147 scene.addShaderGlobal("time", 0.0'f32) |
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148 engine.addScene(scene) |
109 | 149 |
115 | 150 # MAINLOOP |
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151 echo "Setup successfull, start rendering" |
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152 for i in 0 ..< 3: |
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153 for scene in scenes.mitems: |
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154 for i in 0 ..< 1000: |
146 | 155 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
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156 engine.destroy() |
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157 return |
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158 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) |
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159 engine.renderScene(scene) |
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160 echo "Rendered ", engine.framesRendered, " frames" |
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161 echo "Processed ", engine.eventsProcessed, " events" |
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162 |
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163 # cleanup |
96 | 164 echo "Start cleanup" |
127 | 165 engine.destroy() |
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166 |
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167 when isMainModule: |
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168 main() |