Mercurial > games > semicongine
annotate tests/test_rendering.nim @ 1231:70f6c1cfe005
add: incomplete cube demo
| author | sam <sam@basx.dev> |
|---|---|
| date | Thu, 18 Jul 2024 23:48:57 +0700 |
| parents | 51221494caeb |
| children | 32a977c71ba5 |
| rev | line source |
|---|---|
| 1231 | 1 import std/sequtils |
| 1203 | 2 import std/options |
| 1204 | 3 import std/random |
| 4 | |
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5 import ../semiconginev2 |
| 1203 | 6 |
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7 proc test_01_triangle(nFrames: int, swapchain: var Swapchain) = |
| 1203 | 8 var renderdata = InitRenderData() |
| 9 | |
| 10 type | |
| 11 TrianglShader = object | |
| 12 position {.VertexAttribute.}: Vec3f | |
| 13 color {.VertexAttribute.}: Vec3f | |
| 14 fragmentColor {.Pass.}: Vec3f | |
| 15 outColor {.ShaderOutput.}: Vec4f | |
| 16 # code | |
| 17 vertexCode: string = """void main() { | |
| 18 fragmentColor = color; | |
| 19 gl_Position = vec4(position, 1);}""" | |
| 20 fragmentCode: string = """void main() { | |
| 21 outColor = vec4(fragmentColor, 1);}""" | |
| 22 TriangleMesh = object | |
| 23 position: GPUArray[Vec3f, VertexBuffer] | |
| 24 color: GPUArray[Vec3f, VertexBuffer] | |
| 25 var mesh = TriangleMesh( | |
| 1204 | 26 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
| 1203 | 27 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), |
| 28 ) | |
| 1204 | 29 AssignBuffers(renderdata, mesh) |
| 30 renderdata.FlushAllMemory() | |
| 1203 | 31 |
| 32 var | |
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33 pipeline = CreatePipeline[TrianglShader](renderPass = swapchain.renderPass) |
| 1203 | 34 |
| 1204 | 35 var c = 0 |
| 36 while UpdateInputs() and c < nFrames: | |
| 1203 | 37 WithNextFrame(swapchain, framebuffer, commandbuffer): |
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38 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): |
| 1203 | 39 WithPipeline(commandbuffer, pipeline): |
| 1204 | 40 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) |
| 41 inc c | |
| 1203 | 42 |
| 43 # cleanup | |
| 1204 | 44 checkVkResult vkDeviceWaitIdle(vulkan.device) |
| 1203 | 45 DestroyPipeline(pipeline) |
| 46 DestroyRenderData(renderdata) | |
| 47 | |
| 48 | |
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49 proc test_02_triangle_quad_instanced(nFrames: int, swapchain: var Swapchain) = |
| 1204 | 50 var renderdata = InitRenderData() |
| 51 | |
| 52 type | |
| 53 SomeShader = object | |
| 54 position {.VertexAttribute.}: Vec3f | |
| 55 color {.VertexAttribute.}: Vec3f | |
| 56 pos {.InstanceAttribute.}: Vec3f | |
| 57 scale {.InstanceAttribute.}: float32 | |
| 58 fragmentColor {.Pass.}: Vec3f | |
| 59 outColor {.ShaderOutput.}: Vec4f | |
| 60 # code | |
| 61 vertexCode: string = """void main() { | |
| 62 fragmentColor = color; | |
| 63 gl_Position = vec4((position * scale) + pos, 1);}""" | |
| 64 fragmentCode: string = """void main() { | |
| 65 outColor = vec4(fragmentColor, 1);}""" | |
| 66 TriangleMesh = object | |
| 67 position: GPUArray[Vec3f, VertexBuffer] | |
| 68 color: GPUArray[Vec3f, VertexBuffer] | |
| 69 QuadMesh = object | |
| 70 position: GPUArray[Vec3f, VertexBuffer] | |
| 71 color: GPUArray[Vec3f, VertexBuffer] | |
| 72 indices: GPUArray[uint16, IndexBuffer] | |
| 73 Instances = object | |
| 74 pos: GPUArray[Vec3f, VertexBuffer] | |
| 75 scale: GPUArray[float32, VertexBuffer] | |
| 76 var tri = TriangleMesh( | |
| 77 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
| 78 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), | |
| 79 ) | |
| 80 var quad = QuadMesh( | |
| 81 position: asGPUArray([NewVec3f(-0.3, -0.3), NewVec3f(-0.3, 0.3), NewVec3f(0.3, 0.3), NewVec3f(0.3, -0.3)], VertexBuffer), | |
| 82 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), | |
| 83 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer), | |
| 84 ) | |
| 85 | |
| 86 var instancesA: Instances | |
| 87 for n in 1..100: | |
| 88 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32)) | |
| 89 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32) | |
| 90 var instancesB: Instances | |
| 91 for n in 1..100: | |
| 92 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32)) | |
| 93 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32) | |
| 94 | |
| 95 AssignBuffers(renderdata, tri) | |
| 96 AssignBuffers(renderdata, quad) | |
| 97 AssignBuffers(renderdata, instancesA) | |
| 98 AssignBuffers(renderdata, instancesB) | |
| 99 renderdata.FlushAllMemory() | |
| 100 | |
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101 var pipeline = CreatePipeline[SomeShader](renderPass = swapchain.renderPass) |
| 1204 | 102 |
| 103 var c = 0 | |
| 104 while UpdateInputs() and c < nFrames: | |
| 105 WithNextFrame(swapchain, framebuffer, commandbuffer): | |
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106 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): |
| 1204 | 107 WithPipeline(commandbuffer, pipeline): |
| 108 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA) | |
| 109 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB) | |
| 110 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA) | |
| 111 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB) | |
| 112 inc c | |
| 113 | |
| 114 # cleanup | |
| 115 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
| 116 DestroyPipeline(pipeline) | |
| 117 DestroyRenderData(renderdata) | |
| 118 | |
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119 proc test_03_simple_descriptorset(nFrames: int, swapchain: var Swapchain) = |
| 1210 | 120 var renderdata = InitRenderData() |
| 121 | |
| 122 type | |
| 123 Material = object | |
| 124 baseColor: Vec3f | |
| 125 | |
| 126 Uniforms = object | |
| 127 material: GPUValue[Material, UniformBuffer] | |
| 1228 | 128 texture1: Image[TVec4[uint8]] |
| 1210 | 129 |
| 130 QuadShader = object | |
| 131 position {.VertexAttribute.}: Vec3f | |
| 132 fragmentColor {.Pass.}: Vec3f | |
| 133 uv {.Pass.}: Vec2f | |
| 134 outColor {.ShaderOutput.}: Vec4f | |
| 135 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
| 136 # code | |
| 137 vertexCode: string = """void main() { | |
| 138 fragmentColor = material.baseColor; | |
| 139 gl_Position = vec4(position, 1); | |
| 140 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5; | |
| 141 uv = position.xy + 0.5; | |
| 142 }""" | |
| 143 fragmentCode: string = """void main() { | |
| 144 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}""" | |
| 145 QuadMesh = object | |
| 146 position: GPUArray[Vec3f, VertexBuffer] | |
| 147 indices: GPUArray[uint16, IndexBuffer] | |
| 148 | |
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149 let R = TVec4[uint8]([255'u8, 0'u8, 0'u8, 255'u8]) |
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150 let G = TVec4[uint8]([0'u8, 255'u8, 0'u8, 255'u8]) |
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151 let B = TVec4[uint8]([0'u8, 0'u8, 255'u8, 255'u8]) |
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152 let W = TVec4[uint8]([255'u8, 255'u8, 255'u8, 255'u8]) |
| 1210 | 153 var |
| 154 quad = QuadMesh( | |
| 155 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), | |
| 156 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), | |
| 157 ) | |
| 158 uniforms1 = asDescriptorSet( | |
| 159 Uniforms( | |
| 160 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer), | |
| 1228 | 161 texture1: Image[TVec4[uint8]](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST), |
| 1210 | 162 ) |
| 163 ) | |
| 164 uniforms2 = asDescriptorSet( | |
| 165 Uniforms( | |
| 166 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer), | |
| 1228 | 167 texture1: Image[TVec4[uint8]](width: 2, height: 2, data: @[R, G, B, W]), |
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168 ) |
| 1210 | 169 ) |
| 170 | |
| 171 AssignBuffers(renderdata, quad) | |
| 172 AssignBuffers(renderdata, uniforms1) | |
| 173 AssignBuffers(renderdata, uniforms2) | |
| 1228 | 174 UploadImages(renderdata, uniforms1) |
| 175 UploadImages(renderdata, uniforms2) | |
| 1210 | 176 renderdata.FlushAllMemory() |
| 177 | |
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178 var pipeline = CreatePipeline[QuadShader](renderPass = swapchain.renderPass) |
| 1210 | 179 |
| 180 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) | |
| 181 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2) | |
| 182 | |
| 183 var c = 0 | |
| 184 while UpdateInputs() and c < nFrames: | |
| 185 WithNextFrame(swapchain, framebuffer, commandbuffer): | |
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186 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): |
| 1210 | 187 WithPipeline(commandbuffer, pipeline): |
| 188 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF): | |
| 189 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) | |
| 190 WithBind(commandbuffer, (uniforms2, ), pipeline, swapchain.currentFiF): | |
| 191 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) | |
| 192 inc c | |
| 193 | |
| 194 # cleanup | |
| 195 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
| 196 DestroyPipeline(pipeline) | |
| 197 DestroyRenderData(renderdata) | |
| 198 | |
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199 proc test_04_multiple_descriptorsets(nFrames: int, swapchain: var Swapchain) = |
| 1204 | 200 var renderdata = InitRenderData() |
| 1203 | 201 |
| 1204 | 202 type |
| 203 RenderSettings = object | |
| 1209 | 204 brigthness: float32 |
| 1210 | 205 Material = object |
| 206 baseColor: Vec3f | |
| 1209 | 207 ObjectSettings = object |
| 1210 | 208 scale: float32 |
| 209 materialIndex: uint32 | |
| 210 Constants = object | |
| 211 offset: Vec2f | |
| 212 | |
| 213 ConstSet = object | |
| 214 constants: GPUValue[Constants, UniformBuffer] | |
| 1209 | 215 MainSet = object |
| 216 renderSettings: GPUValue[RenderSettings, UniformBufferMapped] | |
| 1210 | 217 material: array[2, GPUValue[Material, UniformBuffer]] |
| 1228 | 218 texture1: array[2, Image[TVec1[uint8]]] |
| 1209 | 219 OtherSet = object |
| 1210 | 220 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped] |
| 1209 | 221 |
| 1204 | 222 QuadShader = object |
| 223 position {.VertexAttribute.}: Vec3f | |
| 224 fragmentColor {.Pass.}: Vec3f | |
| 1210 | 225 uv {.Pass.}: Vec2f |
| 1204 | 226 outColor {.ShaderOutput.}: Vec4f |
| 1210 | 227 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet) |
| 1204 | 228 # code |
| 229 vertexCode: string = """void main() { | |
| 1210 | 230 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness; |
| 231 gl_Position = vec4(position * objectSettings.scale, 1); | |
| 232 gl_Position.xy += constants.offset.xy; | |
| 233 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5; | |
| 234 uv = position.xy + 0.5; | |
| 235 }""" | |
| 1204 | 236 fragmentCode: string = """void main() { |
| 1210 | 237 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1); |
| 238 }""" | |
| 1204 | 239 QuadMesh = object |
| 240 position: GPUArray[Vec3f, VertexBuffer] | |
| 241 indices: GPUArray[uint16, IndexBuffer] | |
| 1203 | 242 |
| 1204 | 243 var quad = QuadMesh( |
| 1209 | 244 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
| 1204 | 245 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
| 1209 | 246 ) |
| 1210 | 247 var constset = asDescriptorSet( |
| 248 ConstSet( | |
| 249 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer), | |
| 250 ) | |
| 251 ) | |
| 252 let G = TVec1[uint8]([50'u8]) | |
| 253 let W = TVec1[uint8]([255'u8]) | |
| 254 var mainset = asDescriptorSet( | |
| 1209 | 255 MainSet( |
| 256 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped), | |
| 1210 | 257 material: [ |
| 258 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer), | |
| 259 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer), | |
| 260 ], | |
| 261 texture1: [ | |
| 1228 | 262 Image[TVec1[uint8]](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST), |
| 263 Image[TVec1[uint8]](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], interpolation: VK_FILTER_NEAREST), | |
| 1210 | 264 ], |
| 265 ), | |
| 266 ) | |
| 267 var otherset1 = asDescriptorSet( | |
| 268 OtherSet( | |
| 269 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped), | |
| 1209 | 270 ) |
| 1204 | 271 ) |
| 1210 | 272 var otherset2 = asDescriptorSet( |
| 1209 | 273 OtherSet( |
| 1210 | 274 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped), |
| 1209 | 275 ) |
| 1204 | 276 ) |
| 1209 | 277 |
| 1204 | 278 AssignBuffers(renderdata, quad) |
| 1210 | 279 AssignBuffers(renderdata, constset) |
| 280 AssignBuffers(renderdata, mainset) | |
| 281 AssignBuffers(renderdata, otherset1) | |
| 282 AssignBuffers(renderdata, otherset2) | |
| 1228 | 283 UploadImages(renderdata, mainset) |
| 1204 | 284 renderdata.FlushAllMemory() |
| 285 | |
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286 var pipeline = CreatePipeline[QuadShader](renderPass = swapchain.renderPass) |
| 1204 | 287 |
| 1210 | 288 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset) |
| 289 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset) | |
| 290 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1) | |
| 291 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2) | |
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292 |
| 1204 | 293 var c = 0 |
| 294 while UpdateInputs() and c < nFrames: | |
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295 TimeAndLog: |
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296 WithNextFrame(swapchain, framebuffer, commandbuffer): |
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297 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): |
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298 WithPipeline(commandbuffer, pipeline): |
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299 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline, swapchain.currentFiF): |
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300 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
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301 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline, swapchain.currentFiF): |
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302 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad) |
| 1210 | 303 mainset.data.renderSettings.data.brigthness = (c.float32 / nFrames.float32) |
| 304 otherset1.data.objectSettings.data.scale = 0.5 + (c.float32 / nFrames.float32) | |
| 305 UpdateGPUBuffer(mainset.data.renderSettings) | |
| 306 UpdateGPUBuffer(otherset1.data.objectSettings) | |
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307 renderdata.FlushAllMemory() |
| 1204 | 308 inc c |
| 309 | |
| 310 # cleanup | |
| 1203 | 311 checkVkResult vkDeviceWaitIdle(vulkan.device) |
| 1204 | 312 DestroyPipeline(pipeline) |
| 313 DestroyRenderData(renderdata) | |
| 314 | |
| 1231 | 315 proc test_05_cube(nFrames: int, swapchain: var Swapchain) = |
| 316 type | |
| 317 | |
| 318 UniformData = object | |
| 319 m: Mat4 | |
| 320 Uniforms = object | |
| 321 data: GPUValue[UniformData, UniformBufferMapped] | |
| 322 CubeShader = object | |
| 323 position {.VertexAttribute.}: Vec3f | |
| 324 color {.VertexAttribute.}: Vec4f | |
| 325 fragmentColor {.Pass.}: Vec4f | |
| 326 outColor {.ShaderOutput.}: Vec4f | |
| 327 descriptorSets {.DescriptorSets.}: (Uniforms, ) | |
| 328 # code | |
| 329 vertexCode = """void main() { | |
| 330 fragmentColor = color; | |
| 331 gl_Position = data.m * vec4(position, 1); | |
| 332 }""" | |
| 333 fragmentCode = """void main() { | |
| 334 outColor = fragmentColor; | |
| 335 }""" | |
| 336 Mesh = object | |
| 337 position: GPUArray[Vec3f, VertexBuffer] | |
| 338 normals: GPUArray[Vec3f, VertexBuffer] | |
| 339 color: GPUArray[Vec4f, VertexBuffer] | |
| 340 | |
| 341 let quad = @[ | |
| 342 NewVec3f(-0.5, -0.5), NewVec3f(-0.5, +0.5), NewVec3f(+0.5, +0.5), | |
| 343 NewVec3f(+0.5, +0.5), NewVec3f(+0.5, -0.5), NewVec3f(-0.5, -0.5), | |
| 344 ] | |
| 345 proc transf(data: seq[Vec3f], m: Mat4): seq[Vec3f] = | |
| 346 for v in data: | |
| 347 result.add m * v | |
| 348 | |
| 349 var | |
| 350 vertices: seq[Vec3f] | |
| 351 colors: seq[Vec4f] | |
| 352 normals: seq[Vec3f] | |
| 353 | |
| 354 # front, red | |
| 355 vertices.add quad.transf(Translate(0, 0, -0.5)) | |
| 356 colors.add newSeqWith(6, NewVec4f(1, 0, 0, 1)) | |
| 357 normals.add newSeqWith(6, NewVec3f(0, 0, -1)) | |
| 358 | |
| 359 # back, cyan | |
| 360 vertices.add quad.transf(Rotate(PI, Y) * Translate(0, 0, -0.5)) | |
| 361 colors.add newSeqWith(6, NewVec4f(0, 1, 1, 1)) | |
| 362 normals.add newSeqWith(6, NewVec3f(0, 0, 1)) | |
| 363 | |
| 364 # right, green | |
| 365 vertices.add quad.transf(Rotate(PI / 2, Y) * Translate(0, 0, -0.5)) | |
| 366 colors.add newSeqWith(6, NewVec4f(0, 1, 0, 1)) | |
| 367 normals.add newSeqWith(6, NewVec3f(-1, 0, 0)) | |
| 368 | |
| 369 # left, magenta | |
| 370 vertices.add quad.transf(Rotate(-PI / 2, Y) * Translate(0, 0, -0.5)) | |
| 371 colors.add newSeqWith(6, NewVec4f(1, 0, 1, 1)) | |
| 372 normals.add newSeqWith(6, NewVec3f(1, 0, 0)) | |
| 373 | |
| 374 # bottom, blue | |
| 375 vertices.add quad.transf(Rotate(PI / 2, X) * Translate(0, 0, -0.5)) | |
| 376 colors.add newSeqWith(6, NewVec4f(0, 0, 1, 1)) | |
| 377 normals.add newSeqWith(6, NewVec3f(0, -1, 0)) | |
| 378 | |
| 379 # top, yellow | |
| 380 vertices.add quad.transf(Rotate(-PI / 2, X) * Translate(0, 0, -0.5)) | |
| 381 colors.add newSeqWith(6, NewVec4f(1, 1, 0, 1)) | |
| 382 normals.add newSeqWith(6, NewVec3f(0, 1, 0)) | |
| 383 | |
| 384 var renderdata = InitRenderData() | |
| 385 | |
| 386 var mesh = Mesh( | |
| 387 position: asGPUArray(vertices, VertexBuffer), | |
| 388 color: asGPUArray(colors, VertexBuffer), | |
| 389 normals: asGPUArray(normals, VertexBuffer), | |
| 390 ) | |
| 391 AssignBuffers(renderdata, mesh) | |
| 392 | |
| 393 var floor = Mesh( | |
| 394 position: asGPUArray(quad.transf(Scale(10, 10, 10) * Rotate(-PI / 2, X) * Translate(0, 0, 0.05)), VertexBuffer), | |
| 395 color: asGPUArray(newSeqWith(6, NewVec4f(0.1, 0.1, 0.1, 1)), VertexBuffer), | |
| 396 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer), | |
| 397 ) | |
| 398 AssignBuffers(renderdata, floor) | |
| 399 | |
| 400 var uniforms1 = asDescriptorSet( | |
| 401 Uniforms( | |
| 402 data: asGPUValue(UniformData(m: Unit4), UniformBufferMapped) | |
| 403 ) | |
| 404 ) | |
| 405 AssignBuffers(renderdata, uniforms1) | |
| 406 | |
| 407 renderdata.FlushAllMemory() | |
| 408 | |
| 409 var pipeline = CreatePipeline[CubeShader](renderPass = swapchain.renderPass) | |
| 410 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1) | |
| 411 | |
| 412 var c = 0 | |
| 413 while UpdateInputs() and c < nFrames: | |
| 414 | |
| 415 uniforms1.data.data.data.m = Translate(0, 0, -2) * Rotate(PI * 2 * c.float32 / nFrames.float32, Y) * Rotate(-PI / 4, X) * Perspective(-PI / 2, GetAspectRatio(swapchain), 0.01, 100) | |
| 416 UpdateGPUBuffer(uniforms1.data.data, flush = true) | |
| 417 WithNextFrame(swapchain, framebuffer, commandbuffer): | |
| 418 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): | |
| 419 WithPipeline(commandbuffer, pipeline): | |
| 420 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF): | |
| 421 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh) | |
| 422 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor) | |
| 423 inc c | |
| 424 | |
| 425 # cleanup | |
| 426 checkVkResult vkDeviceWaitIdle(vulkan.device) | |
| 427 DestroyPipeline(pipeline) | |
| 428 DestroyRenderData(renderdata) | |
| 429 | |
| 430 proc test_06_triangle_2pass(nFrames: int, depthBuffer: bool, samples: VkSampleCountFlagBits) = | |
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431 var |
| 1230 | 432 (offscreenRP, presentRP) = CreateIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) |
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433 swapchain = InitSwapchain(renderpass = presentRP).get() |
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434 |
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435 var renderdata = InitRenderData() |
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436 |
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437 type |
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438 Uniforms = object |
| 1228 | 439 frameTexture: Image[TVec4[uint8]] |
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440 TriangleShader = object |
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441 position {.VertexAttribute.}: Vec3f |
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442 color {.VertexAttribute.}: Vec3f |
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443 fragmentColor {.Pass.}: Vec3f |
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444 outColor {.ShaderOutput.}: Vec4f |
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445 # code |
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446 vertexCode: string = """void main() { |
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447 fragmentColor = color; |
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448 gl_Position = vec4(position, 1);}""" |
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449 fragmentCode: string = """void main() { |
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450 outColor = vec4(fragmentColor, 1);}""" |
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451 PresentShader = object |
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452 position {.VertexAttribute.}: Vec2f |
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453 uv {.Pass.}: Vec2f |
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454 outColor {.ShaderOutput.}: Vec4f |
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455 descriptorSets {.DescriptorSets.}: (Uniforms, ) |
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456 # code |
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457 vertexCode: string = """void main() { |
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458 uv = ((position + 1) * 0.5) * vec2(1, -1); |
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459 gl_Position = vec4(position, 0, 1);}""" |
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460 fragmentCode: string = """void main() { |
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461 vec2 uv1 = uv + vec2(0.001, 0.001); |
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462 vec2 uv2 = uv + vec2(0.001, -0.001); |
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463 vec2 uv3 = uv + vec2(-0.001, 0.001); |
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464 vec2 uv4 = uv + vec2(-0.001, -0.001); |
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465 outColor = ( |
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466 texture(frameTexture, uv1) + |
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467 texture(frameTexture, uv2) + |
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468 texture(frameTexture, uv3) + |
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469 texture(frameTexture, uv4) |
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470 ) / 4; |
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471 }""" |
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472 TriangleMesh = object |
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473 position: GPUArray[Vec3f, VertexBuffer] |
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474 color: GPUArray[Vec3f, VertexBuffer] |
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475 QuadMesh = object |
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476 position: GPUArray[Vec2f, VertexBuffer] |
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477 indices: GPUArray[uint16, IndexBuffer] |
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478 var mesh = TriangleMesh( |
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479 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), |
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480 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer), |
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481 ) |
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482 var quad = QuadMesh( |
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483 position: asGPUArray([NewVec2f(-1, -1), NewVec2f(-1, 1), NewVec2f(1, 1), NewVec2f(1, -1)], VertexBuffer), |
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484 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer), |
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485 ) |
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486 var uniforms1 = asDescriptorSet( |
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487 Uniforms( |
| 1228 | 488 frameTexture: Image[TVec4[uint8]](width: swapchain.width, height: swapchain.height, isRenderTarget: true), |
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489 ) |
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490 ) |
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491 AssignBuffers(renderdata, mesh) |
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492 AssignBuffers(renderdata, quad) |
| 1228 | 493 UploadImages(renderdata, uniforms1) |
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494 renderdata.FlushAllMemory() |
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495 |
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496 var |
|
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497 drawPipeline = CreatePipeline[TriangleShader](renderPass = offscreenRP) |
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498 presentPipeline = CreatePipeline[PresentShader](renderPass = presentRP) |
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499 |
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500 InitDescriptorSet(renderdata, presentPipeline.descriptorSetLayouts[0], uniforms1) |
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501 |
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502 # create depth buffer images (will not use the one in the swapchain |
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503 var |
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504 depthImage: VkImage |
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505 depthImageView: VkImageView |
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506 depthMemory: VkDeviceMemory |
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507 if offscreenRP.depthBuffer: |
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508 depthImage = svkCreate2DImage( |
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509 width = swapchain.width, |
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510 height = swapchain.height, |
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511 format = DEPTH_FORMAT, |
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512 usage = [VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT], |
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513 samples = offscreenRP.samples, |
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514 ) |
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515 let requirements = svkGetImageMemoryRequirements(depthImage) |
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516 depthMemory = svkAllocateMemory( |
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517 requirements.size, |
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518 BestMemory(mappable = false, filter = requirements.memoryTypes) |
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519 ) |
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520 checkVkResult vkBindImageMemory( |
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521 vulkan.device, |
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522 depthImage, |
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523 depthMemory, |
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524 0, |
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525 ) |
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526 depthImageView = svkCreate2DImageView( |
|
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527 image = depthImage, |
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528 format = DEPTH_FORMAT, |
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529 aspect = VK_IMAGE_ASPECT_DEPTH_BIT |
|
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530 ) |
|
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531 |
|
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532 # create msaa images (will not use the one in the swapchain |
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533 var |
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534 msaaImage: VkImage |
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535 msaaImageView: VkImageView |
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536 msaaMemory: VkDeviceMemory |
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537 if offscreenRP.samples != VK_SAMPLE_COUNT_1_BIT: |
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538 msaaImage = svkCreate2DImage( |
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539 width = swapchain.width, |
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540 height = swapchain.height, |
|
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541 format = SURFACE_FORMAT, |
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542 usage = [VK_IMAGE_USAGE_SAMPLED_BIT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT], |
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543 samples = offscreenRP.samples, |
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544 ) |
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545 let requirements = svkGetImageMemoryRequirements(msaaImage) |
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546 msaaMemory = svkAllocateMemory( |
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547 requirements.size, |
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548 BestMemory(mappable = false, filter = requirements.memoryTypes) |
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549 ) |
|
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550 checkVkResult vkBindImageMemory( |
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551 vulkan.device, |
|
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|
552 msaaImage, |
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553 msaaMemory, |
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554 0, |
|
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555 ) |
|
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|
556 msaaImageView = svkCreate2DImageView(image = msaaImage, format = SURFACE_FORMAT) |
|
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557 |
|
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558 var attachments: seq[VkImageView] |
|
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559 if offscreenRP.samples == VK_SAMPLE_COUNT_1_BIT: |
|
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560 if offscreenRP.depthBuffer: |
|
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|
561 attachments = @[uniforms1.data.frameTexture.imageview, depthImageView] |
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562 else: |
|
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563 attachments = @[uniforms1.data.frameTexture.imageview] |
|
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564 else: |
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565 if offscreenRP.depthBuffer: |
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566 attachments = @[msaaImageView, depthImageView, uniforms1.data.frameTexture.imageview] |
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567 else: |
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568 attachments = @[msaaImageView, uniforms1.data.frameTexture.imageview] |
|
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|
569 echo attachments |
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570 var offscreenFB = svkCreateFramebuffer( |
|
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|
571 offscreenRP.vk, |
|
5dcb503ef0c0
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|
572 swapchain.width, |
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573 swapchain.height, |
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|
574 attachments |
|
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575 ) |
|
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|
576 |
|
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577 var c = 0 |
|
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|
578 while UpdateInputs() and c < nFrames: |
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|
579 |
|
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580 TimeAndLog: |
|
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|
581 WithNextFrame(swapchain, framebuffer, commandbuffer): |
|
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582 |
|
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|
583 WithRenderPass(offscreenRP, offscreenFB, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): |
|
04e446a7eb2b
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|
584 WithPipeline(commandbuffer, drawPipeline): |
|
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|
585 Render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh) |
|
04e446a7eb2b
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|
586 |
|
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|
587 WithRenderPass(presentRP, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): |
|
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|
588 WithPipeline(commandbuffer, presentPipeline): |
|
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|
589 WithBind(commandbuffer, (uniforms1, ), presentPipeline, swapchain.currentFiF): |
|
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|
590 Render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad) |
|
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changeset
|
591 inc c |
|
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changeset
|
592 |
|
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changeset
|
593 # cleanup |
|
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|
594 checkVkResult vkDeviceWaitIdle(vulkan.device) |
|
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|
595 DestroyPipeline(presentPipeline) |
|
04e446a7eb2b
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|
596 DestroyPipeline(drawPipeline) |
|
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|
597 DestroyRenderData(renderdata) |
|
1229
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|
598 if depthImage.Valid: |
|
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|
599 vkDestroyImageView(vulkan.device, depthImageView, nil) |
|
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|
600 vkDestroyImage(vulkan.device, depthImage, nil) |
|
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|
601 vkFreeMemory(vulkan.device, depthMemory, nil) |
|
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|
602 if msaaImage.Valid: |
|
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|
603 vkDestroyImageView(vulkan.device, msaaImageView, nil) |
|
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|
604 vkDestroyImage(vulkan.device, msaaImage, nil) |
|
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|
605 vkFreeMemory(vulkan.device, msaaMemory, nil) |
|
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|
606 vkDestroyRenderPass(vulkan.device, offscreenRP.vk, nil) |
|
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|
607 vkDestroyRenderPass(vulkan.device, presentRP.vk, nil) |
|
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608 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil) |
|
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|
609 DestroySwapchain(swapchain) |
|
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|
610 |
| 1204 | 611 when isMainModule: |
| 1231 | 612 var nFrames = 3000 |
| 1204 | 613 InitVulkan() |
| 614 | |
|
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|
615 var mainRenderpass: RenderPass |
|
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|
616 var renderPasses = [ |
| 1231 | 617 # (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT), |
| 618 # (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT), | |
|
1229
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|
619 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT), |
| 1231 | 620 # (depthBuffer: true, samples: VK_SAMPLE_COUNT_4_BIT), |
|
1229
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|
621 ] |
|
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|
622 |
| 1204 | 623 # test normal |
| 1230 | 624 for i, (depthBuffer, samples) in renderPasses: |
| 625 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples) | |
| 626 var swapchain = InitSwapchain(renderpass = renderpass).get() | |
| 1204 | 627 |
| 1231 | 628 #[ |
| 1230 | 629 # tests a simple triangle with minimalistic shader and vertex format |
| 630 test_01_triangle(nFrames, swapchain) | |
| 631 | |
| 632 # tests instanced triangles and quads, mixing meshes and instances | |
| 633 test_02_triangle_quad_instanced(nFrames, swapchain) | |
| 1210 | 634 |
| 1230 | 635 # teste descriptor sets |
| 636 test_03_simple_descriptorset(nFrames, swapchain) | |
| 1204 | 637 |
| 1230 | 638 # tests multiple descriptor sets and arrays |
| 639 test_04_multiple_descriptorsets(nFrames, swapchain) | |
| 1231 | 640 ]# |
| 641 | |
| 642 # rotating cube | |
| 643 while true: | |
| 644 test_05_cube(nFrames, swapchain) | |
| 1204 | 645 |
| 1230 | 646 checkVkResult vkDeviceWaitIdle(vulkan.device) |
| 647 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil) | |
| 648 DestroySwapchain(swapchain) | |
| 1204 | 649 |
|
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|
650 # test multiple render passes |
| 1231 | 651 # for i, (depthBuffer, samples) in renderPasses: |
| 652 # test_06_triangle_2pass(nFrames, depthBuffer, samples) | |
|
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|
653 |
| 1203 | 654 DestroyVulkan() |
