Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 369:807f111cc4f3
fix: setup of materials, still need to check with multiple materials in scene (maybe write new test?)
author | Sam <sam@basx.dev> |
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date | Wed, 22 Nov 2023 23:22:47 +0700 |
parents | 51ee41c1d8ed |
children | f054b8bacab8 |
rev | line source |
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1 import std/tables |
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117 | 3 import semicongine |
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4 |
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5 |
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6 let |
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7 sampler = Sampler( |
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8 magnification: VK_FILTER_NEAREST, |
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9 minification: VK_FILTER_NEAREST, |
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10 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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11 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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12 ) |
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13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
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14 mat = SINGLE_TEXTURE_MATERIAL.initMaterialData( |
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15 name="mat", |
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16 attributes={ |
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17 "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ |
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18 R, R, R, R, R, |
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19 R, R, W, R, R, |
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20 R, W, W, W, R, |
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21 R, R, W, R, R, |
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22 R, R, R, R, R, |
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23 ]), sampler: sampler)]) |
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24 }.toTable |
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25 ) |
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26 mat2 = SINGLE_TEXTURE_MATERIAL.initMaterialData( |
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27 name="mat2", |
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28 attributes={ |
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29 "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ |
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30 R, W, R, W, R, |
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31 W, R, W, R, W, |
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32 R, W, R, W, R, |
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33 W, R, W, R, W, |
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34 R, W, R, W, R, |
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35 ]), sampler: sampler)]) |
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36 }.toTable |
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37 ) |
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38 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData( |
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39 name="mat3", |
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40 attributes={ |
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41 "color": initDataList(@[newVec4f(0, 1, 0, 1)]) |
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42 }.toTable |
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43 ) |
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44 |
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45 proc scene_different_mesh_types(): seq[Mesh] = |
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46 @[ |
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47 newMesh( |
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48 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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49 uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], |
211 | 50 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)], |
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51 material=mat, |
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52 transform=translate(-0.7, -0.5), |
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53 ), |
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54 newMesh( |
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55 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
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56 uvs=[newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)], |
211 | 57 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)], |
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58 material=mat, |
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59 transform=translate(0, -0.5), |
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60 ), |
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61 newMesh( |
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62 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
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63 uvs=[newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)], |
211 | 64 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)], |
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65 indices=[[0'u16, 2'u16, 1'u16]], |
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66 material=mat2, |
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67 transform=translate(0.7, -0.5), |
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68 ), |
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69 newMesh( |
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70 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
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71 uvs=[newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)], |
211 | 72 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)], |
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73 indices=[[0'u16, 2'u16, 1'u16]], |
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74 material=mat2, |
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75 transform=translate(-0.7, 0.5), |
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76 ), |
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77 newMesh( |
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78 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
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79 uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], |
211 | 80 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)], |
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81 indices=[[0'u32, 2'u32, 1'u32]], |
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82 autoResize=false, |
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83 material=mat2, |
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84 transform=translate(0, 0.5), |
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85 ), |
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86 newMesh( |
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87 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
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88 uvs=[newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)], |
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89 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)], |
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90 indices=[[0'u32, 2'u32, 1'u32]], |
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91 autoResize=false, |
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92 material=mat2, |
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93 transform=translate(0.7, 0.5), |
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94 ), |
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95 ] |
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96 |
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97 proc scene_simple(): seq[Mesh] = |
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98 @[ |
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99 newMesh( |
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100 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
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101 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)], |
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102 uvs=[newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)], |
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103 material=mat, |
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104 transform=translate(0.4, 0.4), |
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105 ), |
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106 newMesh( |
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107 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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108 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)], |
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109 uvs=[newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)], |
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110 material=mat, |
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111 transform=translate(0.4, -0.4), |
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112 ), |
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113 newMesh( |
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114 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
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115 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)], |
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116 uvs=[newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)], |
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117 indices=[[0'u32, 1'u32, 2'u32]], |
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118 autoResize=false, |
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119 material=mat, |
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120 transform=translate(-0.4, 0.4), |
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121 ), |
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122 newMesh( |
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123 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
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124 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)], |
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125 uvs=[newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)], |
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126 indices=[[0'u16, 1'u16, 2'u16]], |
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127 instanceTransforms=[Unit4F32, Unit4F32], |
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128 material=mat, |
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129 transform=translate(-0.4, -0.4), |
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130 ) |
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131 ] |
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132 |
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133 proc scene_primitives(): seq[Mesh] = |
125 | 134 var r = rect(color="ff0000") |
135 var t = tri(color="0000ff") | |
136 var c = circle(color="00ff00") | |
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137 r.material = mat |
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138 t.material = mat |
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139 c.material = mat |
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140 r.transform = translate(newVec3f(0.5, -0.3)) |
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141 t.transform = translate(newVec3f(0.3, 0.3)) |
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142 c.transform = translate(newVec3f(-0.3, 0.1)) |
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143 result = @[r, c, t] |
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144 |
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145 proc scene_flag(): seq[Mesh] = |
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146 @[ |
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147 newMesh( |
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148 positions=[newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)], |
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149 uvs=[newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)], |
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150 colors=[newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)], |
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151 indices=[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], |
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152 material=mat, |
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153 transform=scale(0.5, 0.5) |
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154 ) |
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155 ] |
192
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156 |
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157 proc scene_multi_material(): seq[Mesh] = |
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158 var |
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159 r1 = rect(color="ffffff") |
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160 r2 = rect(color="000000") |
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161 r1.material = mat |
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162 r2.material = mat3 |
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163 r1.transform = translate(newVec3f(-0.5)) |
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164 r2.transform = translate(newVec3f(+0.5)) |
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165 result = @[r1, r2] |
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166 |
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167 proc main() = |
127 | 168 var engine = initEngine("Test") |
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169 |
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170 # INIT RENDERER: |
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171 const |
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172 shaderConfiguration1 = createShaderConfiguration( |
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173 inputs=[ |
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174 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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175 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
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176 attr[Mat4]("transform", perInstance=true), |
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177 ], |
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178 intermediates=[ |
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179 attr[Vec4f]("outcolor"), |
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180 ], |
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181 outputs=[attr[Vec4f]("color")], |
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182 samplers=[ |
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183 attr[Texture]("texture1") |
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184 ], |
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185 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", |
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186 fragmentCode="color = texture(texture1, outcolor.xy) * 0.5 + outcolor * 0.5;", |
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187 ) |
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188 shaderConfiguration2 = createShaderConfiguration( |
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189 inputs=[ |
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190 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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191 attr[Mat4]("transform", perInstance=true), |
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192 ], |
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193 intermediates=[attr[Vec4f]("outcolor")], |
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194 outputs=[attr[Vec4f]("color")], |
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195 uniforms=[attr[Vec4f]("color", arrayCount=1)], |
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196 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", |
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197 fragmentCode="color = outcolor;", |
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198 ) |
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199 engine.initRenderer({ |
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200 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1, |
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201 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1, |
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202 SINGLE_COLOR_MATERIAL: shaderConfiguration2, |
344 | 203 }) |
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204 |
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205 # INIT SCENES |
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206 var scenes = [ |
328 | 207 Scene(name: "simple", meshes: scene_simple()), |
208 Scene(name: "different mesh types", meshes: scene_different_mesh_types()), | |
209 Scene(name: "primitives", meshes: scene_primitives()), | |
210 Scene(name: "flag", meshes: scene_flag()), | |
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211 Scene(name: "multimaterial", meshes: scene_multi_material()), |
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212 ] |
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213 |
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214 for scene in scenes.mitems: |
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215 engine.loadScene(scene) |
109 | 216 |
115 | 217 # MAINLOOP |
111
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218 echo "Setup successfull, start rendering" |
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219 for i in 0 ..< 3: |
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220 for scene in scenes.mitems: |
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221 echo "rendering scene ", scene.name |
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222 for i in 0 ..< 1000: |
146 | 223 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
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224 engine.destroy() |
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225 return |
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226 engine.renderScene(scene) |
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227 echo "Rendered ", engine.framesRendered, " frames" |
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228 echo "Processed ", engine.eventsProcessed, " events" |
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229 |
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230 # cleanup |
96 | 231 echo "Start cleanup" |
127 | 232 engine.destroy() |
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233 |
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234 when isMainModule: |
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235 main() |