Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 125:6e2c48cb6f60
add: mesh primitives
author | Sam <sam@basx.dev> |
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date | Tue, 11 Apr 2023 00:58:16 +0700 |
parents | cb9e27a30165 |
children | 81a8e62215db |
rev | line source |
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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 |
124
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93 ) |
125 | 94 setMeshData[Vec3f](mymesh1, "translate", @[newVec3f(0.3, 0.0)]) |
95 setMeshData[Vec3f](mymesh2, "translate", @[newVec3f(0.0, 0.3)]) | |
96 setMeshData[Vec3f](mymesh3, "translate", @[newVec3f(-0.3, 0.0)]) | |
97 setMeshData[Vec3f](mymesh4, "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") | |
107 setMeshData[Vec3f](r, "translate", @[newVec3f(0.5, -0.3)]) | |
108 setMeshData[Vec3f](t, "translate", @[newVec3f(0.3, 0.3)]) | |
109 setMeshData[Vec3f](c, "translate", @[newVec3f(-0.3, 0.1)]) | |
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: |
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116 # INIT ENGINE: |
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117 # create instance |
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118 var thewindow = createWindow("Test") |
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119 var instance = thewindow.createInstance( |
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120 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), |
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121 instanceExtensions= @["VK_EXT_debug_utils"], |
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122 layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"] |
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123 ) |
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124 var debugger = instance.createDebugMessenger() |
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125 # create devices |
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126 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() |
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127 var device = instance.createDevice( |
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128 selectedPhysicalDevice, |
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129 @[], |
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130 @["VK_EXT_index_type_uint8"], |
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131 selectedPhysicalDevice.filterForGraphicsPresentationQueues() |
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132 ) |
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133 |
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134 # INIT RENDERER: |
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135 const |
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136 vertexInput = @[ |
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137 attr[Vec3f]("position", memoryLocation=VRAM), |
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138 attr[Vec3f]("color", memoryLocation=VRAM), |
125 | 139 attr[Vec3f]("translate", perInstance=true) |
124
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140 ] |
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141 vertexOutput = @[attr[Vec3f]("outcolor")] |
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142 uniforms = @[attr[float32]("time")] |
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143 fragOutput = @[attr[Vec4f]("color")] |
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144 vertexCode = compileGlslShader( |
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145 stage=VK_SHADER_STAGE_VERTEX_BIT, |
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146 inputs=vertexInput, |
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147 uniforms=uniforms, |
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148 outputs=vertexOutput, |
125 | 149 body="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" |
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150 ) |
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151 fragmentCode = compileGlslShader( |
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152 stage=VK_SHADER_STAGE_FRAGMENT_BIT, |
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153 inputs=vertexOutput, |
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154 uniforms=uniforms, |
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155 outputs=fragOutput, |
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156 body="color = vec4(outcolor, 1);" |
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157 ) |
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158 var |
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159 vertexshader = device.createShaderModule(vertexCode) |
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160 fragmentshader = device.createShaderModule(fragmentCode) |
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161 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() |
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162 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) |
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163 (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) |
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164 if res != VK_SUCCESS: |
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165 raise newException(Exception, "Unable to create swapchain") |
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166 |
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167 # INIT SCENE |
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168 var time = initShaderGlobal("time", 0.0'f32) |
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169 |
125 | 170 # var thescene = scene_simple() |
171 # var thescene = scene_different_mesh_types() | |
172 var thescene = scene_primitives() | |
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173 thescene.root.components.add time |
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174 thescene.setupDrawables(renderPass) |
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175 swapchain.setupUniforms(thescene) |
109 | 176 |
115 | 177 # MAINLOOP |
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178 echo "Setup successfull, start rendering" |
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179 for i in 0 ..< 10000: |
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180 setValue[float32](time.value, get[float32](time.value) + 0.0005) |
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181 discard swapchain.drawScene(thescene) |
108 | 182 echo "Rendered ", swapchain.framesRendered, " frames" |
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183 checkVkResult device.vk.vkDeviceWaitIdle() |
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184 |
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185 # cleanup |
96 | 186 echo "Start cleanup" |
93 | 187 |
115 | 188 # destroy scene |
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189 thescene.destroy() |
108 | 190 |
115 | 191 # destroy renderer |
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192 vertexshader.destroy() |
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193 fragmentshader.destroy() |
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194 renderPass.destroy() |
96 | 195 swapchain.destroy() |
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196 |
115 | 197 # destroy engine |
96 | 198 device.destroy() |
93 | 199 debugger.destroy() |
200 instance.destroy() | |
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201 thewindow.destroy() |