Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 1021:73b572f82a1f
add: bases for a better input-system
author | sam <sam@basx.dev> |
---|---|
date | Thu, 09 May 2024 23:02:35 +0700 |
parents | 6406766a222d |
children | 74957cbf589b |
rev | line source |
---|---|
272
bfcb41211c5b
add: final font-rendering, API changes fixed
Sam <sam@basx.dev>
parents:
253
diff
changeset
|
1 import std/tables |
bfcb41211c5b
add: final font-rendering, API changes fixed
Sam <sam@basx.dev>
parents:
253
diff
changeset
|
2 |
117 | 3 import semicongine |
99
4deffc94484a
add: vertex and (initial) shader types and methods
Sam <sam@basx.dev>
parents:
98
diff
changeset
|
4 |
322
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
5 |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
6 let |
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
7 sampler = Sampler( |
322
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
8 magnification: VK_FILTER_NEAREST, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
9 minification: VK_FILTER_NEAREST, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
10 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
11 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
12 ) |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
1021 | 14 Mat1Type = MaterialType( |
15 name: "single texture material 1", | |
16 vertexAttributes: { | |
17 "color": Vec4F32, | |
18 "position": Vec3F32, | |
19 "uv": Vec2F32, | |
20 }.toTable, | |
21 attributes: {"baseTexture": TextureType}.toTable | |
22 ) | |
23 mat = Mat1Type.initMaterialData( | |
420 | 24 name = "mat", |
25 attributes = { | |
26 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ | |
322
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
27 R, R, R, R, R, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
28 R, R, W, R, R, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
29 R, W, W, W, R, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
30 R, R, W, R, R, |
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
31 R, R, R, R, R, |
420 | 32 ]), sampler: sampler)]) |
33 }.toTable | |
322
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
34 ) |
376 | 35 Mat2Type = MaterialType( |
36 name: "single texture material 2", | |
384
eaf084ba80e5
fix: cleanup when multiple textures use same vulkan image
Sam <sam@basx.dev>
parents:
376
diff
changeset
|
37 vertexAttributes: { |
1021 | 38 "color": Vec4F32, |
376 | 39 "position": Vec3F32, |
40 "uv": Vec2F32, | |
41 }.toTable, | |
42 attributes: {"baseTexture": TextureType}.toTable | |
43 ) | |
44 mat2 = Mat2Type.initMaterialData( | |
420 | 45 name = "mat2", |
46 attributes = { | |
47 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[ | |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
48 R, W, R, W, R, |
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
49 W, R, W, R, W, |
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
50 R, W, R, W, R, |
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
51 W, R, W, R, W, |
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
52 R, W, R, W, R, |
420 | 53 ]), sampler: sampler)]) |
54 }.toTable | |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
55 ) |
368
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
56 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData( |
420 | 57 name = "mat3", |
58 attributes = { | |
368
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
59 "color": initDataList(@[newVec4f(0, 1, 0, 1)]) |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
60 }.toTable |
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
61 ) |
322
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
62 |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
63 proc scene_different_mesh_types(): seq[Mesh] = |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
64 @[ |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
65 newMesh( |
420 | 66 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
67 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], | |
68 colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], | |
69 material = mat, | |
70 transform = translate(-0.7, -0.5), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
71 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
72 newMesh( |
420 | 73 positions = [newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
74 uvs = [newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)], | |
75 colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], | |
76 material = mat, | |
77 transform = translate(0, -0.5), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
78 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
79 newMesh( |
420 | 80 positions = [newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
81 uvs = [newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)], | |
82 colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], | |
83 indices = [[0'u16, 2'u16, 1'u16]], | |
84 material = mat2, | |
85 transform = translate(0.7, -0.5), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
86 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
87 newMesh( |
420 | 88 positions = [newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
89 uvs = [newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)], | |
90 colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], | |
91 indices = [[0'u16, 2'u16, 1'u16]], | |
92 material = mat2, | |
93 transform = translate(-0.7, 0.5), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
94 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
95 newMesh( |
420 | 96 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
97 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], | |
98 colors = [newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], | |
99 indices = [[0'u32, 2'u32, 1'u32]], | |
100 autoResize = false, | |
101 material = mat2, | |
102 transform = translate(0, 0.5), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
103 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
104 newMesh( |
420 | 105 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
106 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], | |
107 colors = [newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], | |
108 indices = [[0'u32, 2'u32, 1'u32]], | |
109 autoResize = false, | |
110 material = mat2, | |
111 transform = translate(0.7, 0.5), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
112 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
113 ] |
124
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
114 |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
115 proc scene_simple(): seq[Mesh] = |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
116 @[ |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
117 newMesh( |
420 | 118 positions = [newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
119 colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], | |
120 uvs = [newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)], | |
121 material = mat, | |
122 transform = translate(0.4, 0.4), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
123 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
124 newMesh( |
420 | 125 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
126 colors = [newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], | |
127 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], | |
128 material = mat, | |
129 transform = translate(0.4, -0.4), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
130 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
131 newMesh( |
420 | 132 positions = [newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
133 colors = [newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)], | |
134 uvs = [newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)], | |
135 indices = [[0'u32, 1'u32, 2'u32]], | |
136 autoResize = false, | |
137 material = mat, | |
138 transform = translate(-0.4, 0.4), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
139 ), |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
140 newMesh( |
420 | 141 positions = [newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
142 colors = [newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], | |
143 uvs = [newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)], | |
144 indices = [[0'u16, 1'u16, 2'u16]], | |
145 instanceTransforms = [Unit4F32, Unit4F32], | |
146 material = mat, | |
147 transform = translate(-0.4, -0.4), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
148 ) |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
149 ] |
124
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
150 |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
151 proc scene_primitives(): seq[Mesh] = |
420 | 152 var r = rect(color = "ff0000") |
153 var t = tri(color = "0000ff") | |
154 var c = circle(color = "00ff00") | |
368
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
155 r.material = mat |
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
156 t.material = mat |
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
157 c.material = mat |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
158 r.transform = translate(newVec3f(0.5, -0.3)) |
420 | 159 t.transform = translate(newVec3f(0.3, 0.3)) |
160 c.transform = translate(newVec3f(-0.3, 0.1)) | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
161 result = @[r, c, t] |
124
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
162 |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
163 proc scene_flag(): seq[Mesh] = |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
164 @[ |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
165 newMesh( |
420 | 166 positions = [newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)], |
167 uvs = [newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)], | |
168 colors = [newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)], | |
169 indices = [[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], | |
170 material = mat, | |
171 transform = scale(0.5, 0.5) | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
172 ) |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
173 ] |
192
659992f14dd6
add: textures now support in shader via scene data, also: improved config handling a bit, more to come
Sam <sam@basx.dev>
parents:
191
diff
changeset
|
174 |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
175 proc scene_multi_material(): seq[Mesh] = |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
176 var |
420 | 177 r1 = rect(color = "ffffff") |
178 r2 = rect(color = "000000") | |
368
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
179 r1.material = mat |
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
180 r2.material = mat3 |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
181 r1.transform = translate(newVec3f(-0.5)) |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
182 r2.transform = translate(newVec3f(+0.5)) |
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
183 result = @[r1, r2] |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
184 |
129
15d37022625c
add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
parents:
128
diff
changeset
|
185 proc main() = |
127 | 186 var engine = initEngine("Test") |
124
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
187 |
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
188 # INIT RENDERER: |
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
189 const |
324
cbfe96272205
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
323
diff
changeset
|
190 shaderConfiguration1 = createShaderConfiguration( |
1021 | 191 name = "shader1", |
420 | 192 inputs = [ |
193 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
194 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), | |
195 attr[Mat4]("transform", perInstance = true), | |
321
30117d8f0052
did next step in renderpipeline-refactoring, using shaderconfiguration objects instead for less ambigious shader-pipeline configuration
Sam <sam@basx.dev>
parents:
316
diff
changeset
|
196 ], |
420 | 197 intermediates = [ |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
198 attr[Vec4f]("outcolor"), |
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
199 ], |
420 | 200 outputs = [attr[Vec4f]("color")], |
1021 | 201 samplers = [attr[Texture]("baseTexture")], |
420 | 202 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", |
203 fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;", | |
124
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
204 ) |
324
cbfe96272205
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
323
diff
changeset
|
205 shaderConfiguration2 = createShaderConfiguration( |
1021 | 206 name = "shader2", |
420 | 207 inputs = [ |
208 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), | |
209 attr[Mat4]("transform", perInstance = true), | |
324
cbfe96272205
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
323
diff
changeset
|
210 ], |
420 | 211 intermediates = [attr[Vec4f]("outcolor")], |
212 outputs = [attr[Vec4f]("color")], | |
213 uniforms = [attr[Vec4f]("color", arrayCount = 1)], | |
214 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", | |
215 fragmentCode = "color = outcolor;", | |
324
cbfe96272205
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
323
diff
changeset
|
216 ) |
323
9defff46da48
add: first complete working version of multiple materials and shaders per scene, yipie :)
Sam <sam@basx.dev>
parents:
322
diff
changeset
|
217 engine.initRenderer({ |
1021 | 218 Mat1Type: shaderConfiguration1, |
219 Mat1Type: shaderConfiguration1, | |
376 | 220 Mat2Type: shaderConfiguration1, |
368
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
221 SINGLE_COLOR_MATERIAL: shaderConfiguration2, |
344 | 222 }) |
124
cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
Sam <sam@basx.dev>
parents:
123
diff
changeset
|
223 |
129
15d37022625c
add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
parents:
128
diff
changeset
|
224 # INIT SCENES |
189
df92519d4d68
add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
Sam <sam@basx.dev>
parents:
188
diff
changeset
|
225 var scenes = [ |
328 | 226 Scene(name: "simple", meshes: scene_simple()), |
227 Scene(name: "different mesh types", meshes: scene_different_mesh_types()), | |
228 Scene(name: "primitives", meshes: scene_primitives()), | |
229 Scene(name: "flag", meshes: scene_flag()), | |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
230 Scene(name: "multimaterial", meshes: scene_multi_material()), |
189
df92519d4d68
add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
Sam <sam@basx.dev>
parents:
188
diff
changeset
|
231 ] |
322
6dab370d1758
add: first, incomplete version of material use
Sam <sam@basx.dev>
parents:
321
diff
changeset
|
232 |
128
9901ec3831d1
did: finish refactoring of render pipeline, yipi! :)
Sam <sam@basx.dev>
parents:
127
diff
changeset
|
233 for scene in scenes.mitems: |
368
51ee41c1d8ed
fix: first example to work correctly with new material system
Sam <sam@basx.dev>
parents:
353
diff
changeset
|
234 engine.loadScene(scene) |
109 | 235 |
115 | 236 # MAINLOOP |
111
6fd10b7e2d6a
did: allow runtime shader-input definitions
Sam <sam@basx.dev>
parents:
109
diff
changeset
|
237 echo "Setup successfull, start rendering" |
128
9901ec3831d1
did: finish refactoring of render pipeline, yipi! :)
Sam <sam@basx.dev>
parents:
127
diff
changeset
|
238 for i in 0 ..< 3: |
189
df92519d4d68
add: initial code for texture support, not finished, had to completely refactor how to handle material-data (ie scene-wide data, sorry if you ever read this
Sam <sam@basx.dev>
parents:
188
diff
changeset
|
239 for scene in scenes.mitems: |
326
4ec852355750
fix: many issues, better mesh-handling, still need to cope with different binding numbers when using different pipelines...
Sam <sam@basx.dev>
parents:
325
diff
changeset
|
240 echo "rendering scene ", scene.name |
128
9901ec3831d1
did: finish refactoring of render pipeline, yipi! :)
Sam <sam@basx.dev>
parents:
127
diff
changeset
|
241 for i in 0 ..< 1000: |
1021 | 242 if not engine.updateInputs() or keyIsDown(Escape): |
129
15d37022625c
add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
parents:
128
diff
changeset
|
243 engine.destroy() |
15d37022625c
add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
parents:
128
diff
changeset
|
244 return |
131
11666d28e04d
add: recreation of swapchain (at least on linux, windows will likely fail, needs testing
Sam <sam@basx.dev>
parents:
129
diff
changeset
|
245 engine.renderScene(scene) |
114
056e08dfad10
yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents:
113
diff
changeset
|
246 |
056e08dfad10
yay: first triangle rendering with new engine implmentation
Sam <sam@basx.dev>
parents:
113
diff
changeset
|
247 # cleanup |
96 | 248 echo "Start cleanup" |
127 | 249 engine.destroy() |
129
15d37022625c
add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
parents:
128
diff
changeset
|
250 |
15d37022625c
add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
parents:
128
diff
changeset
|
251 when isMainModule: |
15d37022625c
add: input handling, small refactoring for renderer
Sam <sam@basx.dev>
parents:
128
diff
changeset
|
252 main() |