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
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1 import std/sequtils
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2 import std/options
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3 import std/random
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4
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5 import ../semiconginev2
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6
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7 proc test_01_triangle(nFrames: int, swapchain: var Swapchain) =
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8 var renderdata = InitRenderData()
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9
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10 type
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11 TrianglShader = object
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12 position {.VertexAttribute.}: Vec3f
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13 color {.VertexAttribute.}: Vec3f
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14 fragmentColor {.Pass.}: Vec3f
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15 outColor {.ShaderOutput.}: Vec4f
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16 # code
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17 vertexCode: string = """void main() {
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18 fragmentColor = color;
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19 gl_Position = vec4(position, 1);}"""
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20 fragmentCode: string = """void main() {
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21 outColor = vec4(fragmentColor, 1);}"""
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22 TriangleMesh = object
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23 position: GPUArray[Vec3f, VertexBuffer]
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24 color: GPUArray[Vec3f, VertexBuffer]
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25 var mesh = TriangleMesh(
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26 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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27 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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28 )
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29 AssignBuffers(renderdata, mesh)
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30 renderdata.FlushAllMemory()
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31
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32 var
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33 pipeline = CreatePipeline[TrianglShader](renderPass = swapchain.renderPass)
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34
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35 var c = 0
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36 while UpdateInputs() and c < nFrames:
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37 WithNextFrame(swapchain, framebuffer, commandbuffer):
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38 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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39 WithPipeline(commandbuffer, pipeline):
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40 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
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41 inc c
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42
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43 # cleanup
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44 checkVkResult vkDeviceWaitIdle(vulkan.device)
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45 DestroyPipeline(pipeline)
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46 DestroyRenderData(renderdata)
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47
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48
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49 proc test_02_triangle_quad_instanced(nFrames: int, swapchain: var Swapchain) =
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50 var renderdata = InitRenderData()
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51
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52 type
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53 SomeShader = object
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54 position {.VertexAttribute.}: Vec3f
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55 color {.VertexAttribute.}: Vec3f
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56 pos {.InstanceAttribute.}: Vec3f
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57 scale {.InstanceAttribute.}: float32
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58 fragmentColor {.Pass.}: Vec3f
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59 outColor {.ShaderOutput.}: Vec4f
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60 # code
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61 vertexCode: string = """void main() {
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62 fragmentColor = color;
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63 gl_Position = vec4((position * scale) + pos, 1);}"""
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64 fragmentCode: string = """void main() {
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65 outColor = vec4(fragmentColor, 1);}"""
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66 TriangleMesh = object
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67 position: GPUArray[Vec3f, VertexBuffer]
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68 color: GPUArray[Vec3f, VertexBuffer]
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69 QuadMesh = object
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70 position: GPUArray[Vec3f, VertexBuffer]
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71 color: GPUArray[Vec3f, VertexBuffer]
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72 indices: GPUArray[uint16, IndexBuffer]
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73 Instances = object
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74 pos: GPUArray[Vec3f, VertexBuffer]
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75 scale: GPUArray[float32, VertexBuffer]
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76 var tri = TriangleMesh(
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77 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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78 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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79 )
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80 var quad = QuadMesh(
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81 position: asGPUArray([NewVec3f(-0.3, -0.3), NewVec3f(-0.3, 0.3), NewVec3f(0.3, 0.3), NewVec3f(0.3, -0.3)], VertexBuffer),
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82 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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83 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer),
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84 )
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85
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86 var instancesA: Instances
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87 for n in 1..100:
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88 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32))
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89 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32)
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90 var instancesB: Instances
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91 for n in 1..100:
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92 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32))
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93 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32)
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94
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95 AssignBuffers(renderdata, tri)
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96 AssignBuffers(renderdata, quad)
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97 AssignBuffers(renderdata, instancesA)
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98 AssignBuffers(renderdata, instancesB)
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99 renderdata.FlushAllMemory()
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100
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101 var pipeline = CreatePipeline[SomeShader](renderPass = swapchain.renderPass)
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102
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103 var c = 0
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104 while UpdateInputs() and c < nFrames:
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105 WithNextFrame(swapchain, framebuffer, commandbuffer):
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106 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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107 WithPipeline(commandbuffer, pipeline):
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108 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA)
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109 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB)
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110 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA)
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111 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB)
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112 inc c
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113
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114 # cleanup
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115 checkVkResult vkDeviceWaitIdle(vulkan.device)
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116 DestroyPipeline(pipeline)
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117 DestroyRenderData(renderdata)
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118
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119 proc test_03_simple_descriptorset(nFrames: int, swapchain: var Swapchain) =
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120 var renderdata = InitRenderData()
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121
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122 type
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123 Material = object
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124 baseColor: Vec3f
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125
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126 Uniforms = object
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127 material: GPUValue[Material, UniformBuffer]
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128 texture1: Image[TVec4[uint8]]
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129
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130 QuadShader = object
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131 position {.VertexAttribute.}: Vec3f
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132 fragmentColor {.Pass.}: Vec3f
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133 uv {.Pass.}: Vec2f
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134 outColor {.ShaderOutput.}: Vec4f
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135 descriptorSets {.DescriptorSets.}: (Uniforms, )
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136 # code
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137 vertexCode: string = """void main() {
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138 fragmentColor = material.baseColor;
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139 gl_Position = vec4(position, 1);
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140 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5;
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141 uv = position.xy + 0.5;
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142 }"""
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143 fragmentCode: string = """void main() {
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144 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}"""
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145 QuadMesh = object
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146 position: GPUArray[Vec3f, VertexBuffer]
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147 indices: GPUArray[uint16, IndexBuffer]
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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])
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153 var
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154 quad = QuadMesh(
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155 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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156 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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157 )
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sam <sam@basx.dev>
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158 uniforms1 = asDescriptorSet(
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159 Uniforms(
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160 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer),
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161 texture1: Image[TVec4[uint8]](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST),
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162 )
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sam <sam@basx.dev>
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163 )
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sam <sam@basx.dev>
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164 uniforms2 = asDescriptorSet(
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165 Uniforms(
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166 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer),
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167 texture1: Image[TVec4[uint8]](width: 2, height: 2, data: @[R, G, B, W]),
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168 )
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169 )
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sam <sam@basx.dev>
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170
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sam <sam@basx.dev>
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171 AssignBuffers(renderdata, quad)
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sam <sam@basx.dev>
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172 AssignBuffers(renderdata, uniforms1)
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173 AssignBuffers(renderdata, uniforms2)
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174 UploadImages(renderdata, uniforms1)
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175 UploadImages(renderdata, uniforms2)
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176 renderdata.FlushAllMemory()
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177
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178 var pipeline = CreatePipeline[QuadShader](renderPass = swapchain.renderPass)
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179
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180 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
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181 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2)
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182
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183 var c = 0
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184 while UpdateInputs() and c < nFrames:
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185 WithNextFrame(swapchain, framebuffer, commandbuffer):
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186 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
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187 WithPipeline(commandbuffer, pipeline):
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188 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF):
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189 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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sam <sam@basx.dev>
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190 WithBind(commandbuffer, (uniforms2, ), pipeline, swapchain.currentFiF):
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191 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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192 inc c
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193
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194 # cleanup
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195 checkVkResult vkDeviceWaitIdle(vulkan.device)
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196 DestroyPipeline(pipeline)
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197 DestroyRenderData(renderdata)
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198
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199 proc test_04_multiple_descriptorsets(nFrames: int, swapchain: var Swapchain) =
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200 var renderdata = InitRenderData()
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201
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202 type
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203 RenderSettings = object
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204 brigthness: float32
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205 Material = object
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206 baseColor: Vec3f
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207 ObjectSettings = object
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208 scale: float32
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209 materialIndex: uint32
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210 Constants = object
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211 offset: Vec2f
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212
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213 ConstSet = object
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214 constants: GPUValue[Constants, UniformBuffer]
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215 MainSet = object
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216 renderSettings: GPUValue[RenderSettings, UniformBufferMapped]
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217 material: array[2, GPUValue[Material, UniformBuffer]]
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218 texture1: array[2, Image[TVec1[uint8]]]
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219 OtherSet = object
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220 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped]
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221
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222 QuadShader = object
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223 position {.VertexAttribute.}: Vec3f
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224 fragmentColor {.Pass.}: Vec3f
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225 uv {.Pass.}: Vec2f
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226 outColor {.ShaderOutput.}: Vec4f
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227 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet)
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228 # code
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229 vertexCode: string = """void main() {
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230 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness;
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231 gl_Position = vec4(position * objectSettings.scale, 1);
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232 gl_Position.xy += constants.offset.xy;
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233 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5;
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234 uv = position.xy + 0.5;
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235 }"""
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236 fragmentCode: string = """void main() {
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237 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1);
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238 }"""
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239 QuadMesh = object
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sam <sam@basx.dev>
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240 position: GPUArray[Vec3f, VertexBuffer]
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sam <sam@basx.dev>
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241 indices: GPUArray[uint16, IndexBuffer]
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sam <sam@basx.dev>
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242
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243 var quad = QuadMesh(
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244 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(-0.5, 0.5), NewVec3f(0.5, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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245 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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246 )
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247 var constset = asDescriptorSet(
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sam <sam@basx.dev>
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248 ConstSet(
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249 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer),
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sam <sam@basx.dev>
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250 )
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sam <sam@basx.dev>
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251 )
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sam <sam@basx.dev>
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252 let G = TVec1[uint8]([50'u8])
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253 let W = TVec1[uint8]([255'u8])
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sam <sam@basx.dev>
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254 var mainset = asDescriptorSet(
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255 MainSet(
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256 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped),
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sam <sam@basx.dev>
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257 material: [
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258 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer),
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sam <sam@basx.dev>
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diff changeset
259 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer),
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sam <sam@basx.dev>
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260 ],
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sam <sam@basx.dev>
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diff changeset
261 texture1: [
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sam <sam@basx.dev>
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262 Image[TVec1[uint8]](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST),
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
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263 Image[TVec1[uint8]](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], interpolation: VK_FILTER_NEAREST),
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sam <sam@basx.dev>
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264 ],
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sam <sam@basx.dev>
parents: 1209
diff changeset
265 ),
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sam <sam@basx.dev>
parents: 1209
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266 )
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sam <sam@basx.dev>
parents: 1209
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267 var otherset1 = asDescriptorSet(
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sam <sam@basx.dev>
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268 OtherSet(
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269 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped),
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270 )
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271 )
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272 var otherset2 = asDescriptorSet(
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273 OtherSet(
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274 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped),
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275 )
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sam <sam@basx.dev>
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276 )
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sam <sam@basx.dev>
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277
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sam <sam@basx.dev>
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278 AssignBuffers(renderdata, quad)
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279 AssignBuffers(renderdata, constset)
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280 AssignBuffers(renderdata, mainset)
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sam <sam@basx.dev>
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281 AssignBuffers(renderdata, otherset1)
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sam <sam@basx.dev>
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282 AssignBuffers(renderdata, otherset2)
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283 UploadImages(renderdata, mainset)
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284 renderdata.FlushAllMemory()
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285
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286 var pipeline = CreatePipeline[QuadShader](renderPass = swapchain.renderPass)
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287
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288 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset)
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289 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset)
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sam <sam@basx.dev>
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diff changeset
290 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1)
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sam <sam@basx.dev>
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291 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2)
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diff changeset
292
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sam <sam@basx.dev>
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diff changeset
293 var c = 0
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sam <sam@basx.dev>
parents: 1203
diff changeset
294 while UpdateInputs() and c < nFrames:
1214
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sam <sam@basx.dev>
parents: 1213
diff changeset
295 TimeAndLog:
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sam <sam@basx.dev>
parents: 1213
diff changeset
296 WithNextFrame(swapchain, framebuffer, commandbuffer):
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
297 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
1214
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sam <sam@basx.dev>
parents: 1213
diff changeset
298 WithPipeline(commandbuffer, pipeline):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
299 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline, swapchain.currentFiF):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
300 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
301 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline, swapchain.currentFiF):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
302 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
303 mainset.data.renderSettings.data.brigthness = (c.float32 / nFrames.float32)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
304 otherset1.data.objectSettings.data.scale = 0.5 + (c.float32 / nFrames.float32)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
305 UpdateGPUBuffer(mainset.data.renderSettings)
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
306 UpdateGPUBuffer(otherset1.data.objectSettings)
1205
f7530247a21f did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents: 1204
diff changeset
307 renderdata.FlushAllMemory()
1204
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sam <sam@basx.dev>
parents: 1203
diff changeset
308 inc c
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sam <sam@basx.dev>
parents: 1203
diff changeset
309
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
310 # cleanup
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
311 checkVkResult vkDeviceWaitIdle(vulkan.device)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
312 DestroyPipeline(pipeline)
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sam <sam@basx.dev>
parents: 1203
diff changeset
313 DestroyRenderData(renderdata)
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sam <sam@basx.dev>
parents: 1203
diff changeset
314
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
315 proc test_05_cube(nFrames: int, swapchain: var Swapchain) =
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sam <sam@basx.dev>
parents: 1230
diff changeset
316 type
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sam <sam@basx.dev>
parents: 1230
diff changeset
317
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sam <sam@basx.dev>
parents: 1230
diff changeset
318 UniformData = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
319 m: Mat4
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sam <sam@basx.dev>
parents: 1230
diff changeset
320 Uniforms = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
321 data: GPUValue[UniformData, UniformBufferMapped]
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sam <sam@basx.dev>
parents: 1230
diff changeset
322 CubeShader = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
323 position {.VertexAttribute.}: Vec3f
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sam <sam@basx.dev>
parents: 1230
diff changeset
324 color {.VertexAttribute.}: Vec4f
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sam <sam@basx.dev>
parents: 1230
diff changeset
325 fragmentColor {.Pass.}: Vec4f
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sam <sam@basx.dev>
parents: 1230
diff changeset
326 outColor {.ShaderOutput.}: Vec4f
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sam <sam@basx.dev>
parents: 1230
diff changeset
327 descriptorSets {.DescriptorSets.}: (Uniforms, )
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sam <sam@basx.dev>
parents: 1230
diff changeset
328 # code
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sam <sam@basx.dev>
parents: 1230
diff changeset
329 vertexCode = """void main() {
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sam <sam@basx.dev>
parents: 1230
diff changeset
330 fragmentColor = color;
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sam <sam@basx.dev>
parents: 1230
diff changeset
331 gl_Position = data.m * vec4(position, 1);
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sam <sam@basx.dev>
parents: 1230
diff changeset
332 }"""
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sam <sam@basx.dev>
parents: 1230
diff changeset
333 fragmentCode = """void main() {
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
334 outColor = fragmentColor;
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sam <sam@basx.dev>
parents: 1230
diff changeset
335 }"""
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sam <sam@basx.dev>
parents: 1230
diff changeset
336 Mesh = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
337 position: GPUArray[Vec3f, VertexBuffer]
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sam <sam@basx.dev>
parents: 1230
diff changeset
338 normals: GPUArray[Vec3f, VertexBuffer]
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sam <sam@basx.dev>
parents: 1230
diff changeset
339 color: GPUArray[Vec4f, VertexBuffer]
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sam <sam@basx.dev>
parents: 1230
diff changeset
340
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sam <sam@basx.dev>
parents: 1230
diff changeset
341 let quad = @[
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sam <sam@basx.dev>
parents: 1230
diff changeset
342 NewVec3f(-0.5, -0.5), NewVec3f(-0.5, +0.5), NewVec3f(+0.5, +0.5),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
343 NewVec3f(+0.5, +0.5), NewVec3f(+0.5, -0.5), NewVec3f(-0.5, -0.5),
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sam <sam@basx.dev>
parents: 1230
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344 ]
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sam <sam@basx.dev>
parents: 1230
diff changeset
345 proc transf(data: seq[Vec3f], m: Mat4): seq[Vec3f] =
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sam <sam@basx.dev>
parents: 1230
diff changeset
346 for v in data:
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
347 result.add m * v
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sam <sam@basx.dev>
parents: 1230
diff changeset
348
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sam <sam@basx.dev>
parents: 1230
diff changeset
349 var
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sam <sam@basx.dev>
parents: 1230
diff changeset
350 vertices: seq[Vec3f]
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sam <sam@basx.dev>
parents: 1230
diff changeset
351 colors: seq[Vec4f]
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sam <sam@basx.dev>
parents: 1230
diff changeset
352 normals: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
353
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
354 # front, red
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sam <sam@basx.dev>
parents: 1230
diff changeset
355 vertices.add quad.transf(Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
356 colors.add newSeqWith(6, NewVec4f(1, 0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
357 normals.add newSeqWith(6, NewVec3f(0, 0, -1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
358
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sam <sam@basx.dev>
parents: 1230
diff changeset
359 # back, cyan
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sam <sam@basx.dev>
parents: 1230
diff changeset
360 vertices.add quad.transf(Rotate(PI, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
361 colors.add newSeqWith(6, NewVec4f(0, 1, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
362 normals.add newSeqWith(6, NewVec3f(0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
363
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
364 # right, green
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sam <sam@basx.dev>
parents: 1230
diff changeset
365 vertices.add quad.transf(Rotate(PI / 2, Y) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
366 colors.add newSeqWith(6, NewVec4f(0, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
367 normals.add newSeqWith(6, NewVec3f(-1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
368
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sam <sam@basx.dev>
parents: 1230
diff changeset
369 # left, magenta
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sam <sam@basx.dev>
parents: 1230
diff changeset
370 vertices.add quad.transf(Rotate(-PI / 2, Y) * Translate(0, 0, -0.5))
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sam <sam@basx.dev>
parents: 1230
diff changeset
371 colors.add newSeqWith(6, NewVec4f(1, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
372 normals.add newSeqWith(6, NewVec3f(1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
373
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
374 # bottom, blue
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sam <sam@basx.dev>
parents: 1230
diff changeset
375 vertices.add quad.transf(Rotate(PI / 2, X) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
376 colors.add newSeqWith(6, NewVec4f(0, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
377 normals.add newSeqWith(6, NewVec3f(0, -1, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
378
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
379 # top, yellow
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sam <sam@basx.dev>
parents: 1230
diff changeset
380 vertices.add quad.transf(Rotate(-PI / 2, X) * Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
381 colors.add newSeqWith(6, NewVec4f(1, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
382 normals.add newSeqWith(6, NewVec3f(0, 1, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
383
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
384 var renderdata = InitRenderData()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
385
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
386 var mesh = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
387 position: asGPUArray(vertices, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
388 color: asGPUArray(colors, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
389 normals: asGPUArray(normals, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
390 )
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sam <sam@basx.dev>
parents: 1230
diff changeset
391 AssignBuffers(renderdata, mesh)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
392
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
393 var floor = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
394 position: asGPUArray(quad.transf(Scale(10, 10, 10) * Rotate(-PI / 2, X) * Translate(0, 0, 0.05)), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
395 color: asGPUArray(newSeqWith(6, NewVec4f(0.1, 0.1, 0.1, 1)), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
396 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
397 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
398 AssignBuffers(renderdata, floor)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
399
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
400 var uniforms1 = asDescriptorSet(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
401 Uniforms(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
402 data: asGPUValue(UniformData(m: Unit4), UniformBufferMapped)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
403 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
404 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
405 AssignBuffers(renderdata, uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
406
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
407 renderdata.FlushAllMemory()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
408
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
409 var pipeline = CreatePipeline[CubeShader](renderPass = swapchain.renderPass)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
410 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
411
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
412 var c = 0
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
413 while UpdateInputs() and c < nFrames:
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
414
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
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)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
416 UpdateGPUBuffer(uniforms1.data.data, flush = true)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
417 WithNextFrame(swapchain, framebuffer, commandbuffer):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
418 WithRenderPass(swapchain.renderPass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
419 WithPipeline(commandbuffer, pipeline):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
420 WithBind(commandbuffer, (uniforms1, ), pipeline, swapchain.currentFiF):
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
421 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
422 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
423 inc c
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
424
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
425 # cleanup
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
426 checkVkResult vkDeviceWaitIdle(vulkan.device)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
427 DestroyPipeline(pipeline)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
428 DestroyRenderData(renderdata)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
429
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
430 proc test_06_triangle_2pass(nFrames: int, depthBuffer: bool, samples: VkSampleCountFlagBits) =
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
431 var
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
432 (offscreenRP, presentRP) = CreateIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
433 swapchain = InitSwapchain(renderpass = presentRP).get()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
434
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
435 var renderdata = InitRenderData()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
436
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
437 type
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
438 Uniforms = object
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
439 frameTexture: Image[TVec4[uint8]]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
440 TriangleShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
441 position {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
442 color {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
443 fragmentColor {.Pass.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
444 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
445 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
446 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
447 fragmentColor = color;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
448 gl_Position = vec4(position, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
449 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
450 outColor = vec4(fragmentColor, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
451 PresentShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
452 position {.VertexAttribute.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
453 uv {.Pass.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
454 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
455 descriptorSets {.DescriptorSets.}: (Uniforms, )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
456 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
457 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
458 uv = ((position + 1) * 0.5) * vec2(1, -1);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
459 gl_Position = vec4(position, 0, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
460 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
461 vec2 uv1 = uv + vec2(0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
462 vec2 uv2 = uv + vec2(0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
463 vec2 uv3 = uv + vec2(-0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
464 vec2 uv4 = uv + vec2(-0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
465 outColor = (
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
466 texture(frameTexture, uv1) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
467 texture(frameTexture, uv2) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
468 texture(frameTexture, uv3) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
469 texture(frameTexture, uv4)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
470 ) / 4;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
471 }"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
472 TriangleMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
473 position: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
474 color: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
475 QuadMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
476 position: GPUArray[Vec2f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
477 indices: GPUArray[uint16, IndexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
478 var mesh = TriangleMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
479 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
480 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
481 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
482 var quad = QuadMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
483 position: asGPUArray([NewVec2f(-1, -1), NewVec2f(-1, 1), NewVec2f(1, 1), NewVec2f(1, -1)], VertexBuffer),
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
484 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
485 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
486 var uniforms1 = asDescriptorSet(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
487 Uniforms(
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
488 frameTexture: Image[TVec4[uint8]](width: swapchain.width, height: swapchain.height, isRenderTarget: true),
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
489 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
490 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
491 AssignBuffers(renderdata, mesh)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
492 AssignBuffers(renderdata, quad)
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
493 UploadImages(renderdata, uniforms1)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
494 renderdata.FlushAllMemory()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
495
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
496 var
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
497 drawPipeline = CreatePipeline[TriangleShader](renderPass = offscreenRP)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
498 presentPipeline = CreatePipeline[PresentShader](renderPass = presentRP)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
499
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
500 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
501
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
502 # 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
503 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
504 depthImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
505 depthImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
506 depthMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
507 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
508 depthImage = svkCreate2DImage(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
509 width = swapchain.width,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
510 height = swapchain.height,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
511 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
512 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
513 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
514 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
515 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
516 depthMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
517 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
518 BestMemory(mappable = false, filter = requirements.memoryTypes)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
519 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
520 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
521 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
522 depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
523 depthMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
524 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
525 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
526 depthImageView = svkCreate2DImageView(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
527 image = depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
528 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
529 aspect = VK_IMAGE_ASPECT_DEPTH_BIT
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
530 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
531
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
532 # 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
533 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
534 msaaImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
535 msaaImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
536 msaaMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
537 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
538 msaaImage = svkCreate2DImage(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
539 width = swapchain.width,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
540 height = swapchain.height,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
541 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
542 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
543 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
544 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
545 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
546 msaaMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
547 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
548 BestMemory(mappable = false, filter = requirements.memoryTypes)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
549 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
550 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
551 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
552 msaaImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
553 msaaMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
554 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
555 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
556 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
557
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
558 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
559 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
560 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
561 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
562 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
563 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
564 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
565 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
566 attachments = @[msaaImageView, depthImageView, 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
567 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
568 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
569 echo attachments
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
570 var offscreenFB = svkCreateFramebuffer(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
571 offscreenRP.vk,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
572 swapchain.width,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
573 swapchain.height,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
574 attachments
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
575 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
576
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
577 var c = 0
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
578 while UpdateInputs() and c < nFrames:
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
579
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
580 TimeAndLog:
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
581 WithNextFrame(swapchain, framebuffer, commandbuffer):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
582
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
583 WithRenderPass(offscreenRP, offscreenFB, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
584 WithPipeline(commandbuffer, drawPipeline):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
585 Render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
586
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
587 WithRenderPass(presentRP, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
588 WithPipeline(commandbuffer, presentPipeline):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
589 WithBind(commandbuffer, (uniforms1, ), presentPipeline, swapchain.currentFiF):
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
590 Render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
591 inc c
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
592
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
593 # cleanup
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
594 checkVkResult vkDeviceWaitIdle(vulkan.device)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
595 DestroyPipeline(presentPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
596 DestroyPipeline(drawPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
597 DestroyRenderData(renderdata)
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
598 if depthImage.Valid:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
599 vkDestroyImageView(vulkan.device, depthImageView, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
600 vkDestroyImage(vulkan.device, depthImage, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
601 vkFreeMemory(vulkan.device, depthMemory, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
602 if msaaImage.Valid:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
603 vkDestroyImageView(vulkan.device, msaaImageView, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
604 vkDestroyImage(vulkan.device, msaaImage, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
605 vkFreeMemory(vulkan.device, msaaMemory, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
606 vkDestroyRenderPass(vulkan.device, offscreenRP.vk, nil)
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
607 vkDestroyRenderPass(vulkan.device, presentRP.vk, nil)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
608 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
609 DestroySwapchain(swapchain)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
610
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
611 when isMainModule:
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
612 var nFrames = 3000
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
613 InitVulkan()
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
614
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
615 var mainRenderpass: RenderPass
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
616 var renderPasses = [
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
617 # (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
618 # (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT),
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
619 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT),
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
620 # (depthBuffer: true, samples: VK_SAMPLE_COUNT_4_BIT),
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
621 ]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
622
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
623 # test normal
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
624 for i, (depthBuffer, samples) in renderPasses:
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
625 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
626 var swapchain = InitSwapchain(renderpass = renderpass).get()
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
627
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
628 #[
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
629 # tests a simple triangle with minimalistic shader and vertex format
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
630 test_01_triangle(nFrames, swapchain)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
631
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
632 # tests instanced triangles and quads, mixing meshes and instances
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
633 test_02_triangle_quad_instanced(nFrames, swapchain)
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
634
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
635 # teste descriptor sets
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
636 test_03_simple_descriptorset(nFrames, swapchain)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
637
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
638 # tests multiple descriptor sets and arrays
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
639 test_04_multiple_descriptorsets(nFrames, swapchain)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
640 ]#
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
641
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
642 # rotating cube
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
643 while true:
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
644 test_05_cube(nFrames, swapchain)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
645
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
646 checkVkResult vkDeviceWaitIdle(vulkan.device)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
647 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
648 DestroySwapchain(swapchain)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
649
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
650 # test multiple render passes
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
651 # for i, (depthBuffer, samples) in renderPasses:
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
652 # test_06_triangle_2pass(nFrames, depthBuffer, samples)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
653
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
654 DestroyVulkan()