annotate tests/test_vulkan_wrapper.nim @ 125:6e2c48cb6f60

add: mesh primitives
author Sam <sam@basx.dev>
date Tue, 11 Apr 2023 00:58:16 +0700
parents cb9e27a30165
children 81a8e62215db
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1 import std/options
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2
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3 import semicongine
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4
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5 proc diagnostics(instance: Instance) =
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6 # diagnostic output
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7 # print basic driver infos
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8 echo "Layers"
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9 for layer in getLayers():
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10 echo " " & layer
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11 echo "Instance extensions"
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12 for extension in getInstanceExtensions():
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13 echo " " & extension
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14
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15 echo "Devices"
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16 for device in instance.getPhysicalDevices():
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17 echo " " & $device
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18 echo " Rating: " & $device.rateGraphics()
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19 echo " Extensions"
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20 for extension in device.getExtensions():
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21 echo " " & $extension
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22 echo " Properties"
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23 echo " " & $device.getProperties()
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24 echo " Features"
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25 echo " " & $device.getFeatures()
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26 echo " Queue families"
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27 for queueFamily in device.getQueueFamilies():
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28 echo " " & $queueFamily
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29 echo " Surface present modes"
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30 for mode in device.getSurfacePresentModes():
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31 echo " " & $mode
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32 echo " Surface formats"
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33 for format in device.getSurfaceFormats():
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34 echo " " & $format
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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",
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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 )),
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44 newEntity("triangle1b", newMesh(
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45 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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46 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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47 )),
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48 newEntity("triangle2a", newMesh(
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49 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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50 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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51 indices=[[0'u16, 2'u16, 1'u16]]
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52 )),
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53 newEntity("triangle2b", newMesh(
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54 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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55 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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56 indices=[[0'u16, 2'u16, 1'u16]]
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57 )),
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58 newEntity("triangle3a", newMesh(
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59 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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60 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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61 indices=[[0'u32, 2'u32, 1'u32]],
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62 autoResize=false
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63 )),
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64 newEntity("triangle3b", newMesh(
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65 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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66 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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67 indices=[[0'u32, 2'u32, 1'u32]],
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68 autoResize=false
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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]],
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92 instanceCount=2
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93 )
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94 setMeshData[Vec3f](mymesh1, "translate", @[newVec3f(0.3, 0.0)])
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95 setMeshData[Vec3f](mymesh2, "translate", @[newVec3f(0.0, 0.3)])
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96 setMeshData[Vec3f](mymesh3, "translate", @[newVec3f(-0.3, 0.0)])
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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",
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100 root: newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1))
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101 )
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102
125
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103 proc scene_primitives(): Scene =
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104 var r = rect(color="ff0000")
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105 var t = tri(color="0000ff")
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106 var c = circle(color="00ff00")
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107 setMeshData[Vec3f](r, "translate", @[newVec3f(0.5, -0.3)])
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108 setMeshData[Vec3f](t, "translate", @[newVec3f(0.3, 0.3)])
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109 setMeshData[Vec3f](c, "translate", @[newVec3f(-0.3, 0.1)])
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110 result = Scene(
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111 name: "main",
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112 root: newEntity("root", t, r, c)
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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),
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139 attr[Vec3f]("translate", perInstance=true)
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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,
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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
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170 # var thescene = scene_simple()
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171 # var thescene = scene_different_mesh_types()
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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)
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176
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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)
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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
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186 echo "Start cleanup"
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187
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188 # destroy scene
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189 thescene.destroy()
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190
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191 # destroy renderer
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192 vertexshader.destroy()
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193 fragmentshader.destroy()
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194 renderPass.destroy()
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195 swapchain.destroy()
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196
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197 # destroy engine
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198 device.destroy()
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199 debugger.destroy()
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200 instance.destroy()
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201 thewindow.destroy()