annotate tests/test_rendering.nim @ 1250:9ceb509af5ea

add: loading of most kinds of data from gltf
author sam <sam@basx.dev>
date Thu, 25 Jul 2024 23:15:05 +0700
parents e8b3dc80e48e
children 01e9f41d35b1
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1 import std/os
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2 import std/sequtils
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3 import std/monotimes
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4 import std/times
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5 import std/options
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6 import std/random
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7
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8 import ../semiconginev2
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9
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10 proc test_01_triangle(time: float32) =
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11 var renderdata = InitRenderData()
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12
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13 type
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14 Shader = object
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15 position {.VertexAttribute.}: Vec3f
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16 color {.VertexAttribute.}: Vec3f
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17 fragmentColor {.Pass.}: Vec3f
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18 outColor {.ShaderOutput.}: Vec4f
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19 # code
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20 vertexCode: string = """void main() {
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21 fragmentColor = color;
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22 gl_Position = vec4(position, 1);}"""
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23 fragmentCode: string = """void main() {
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24 outColor = vec4(fragmentColor, 1);}"""
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25 TriangleMesh = object
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26 position: GPUArray[Vec3f, VertexBuffer]
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27 color: GPUArray[Vec3f, VertexBuffer]
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28 var mesh = TriangleMesh(
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29 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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30 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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31 )
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32 AssignBuffers(renderdata, mesh)
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33 renderdata.FlushAllMemory()
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34
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35 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass)
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37 var start = getMonoTime()
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38 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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39
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40 WithNextFrame(framebuffer, commandbuffer):
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41
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42 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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43
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44 WithPipeline(commandbuffer, pipeline):
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45
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46 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
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48 # cleanup
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49 checkVkResult vkDeviceWaitIdle(vulkan.device)
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50 DestroyPipeline(pipeline)
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51 DestroyRenderData(renderdata)
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53
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54 proc test_02_triangle_quad_instanced(time: float32) =
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55 var renderdata = InitRenderData()
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56
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57 type
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58 SomeShader = object
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59 position {.VertexAttribute.}: Vec3f
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60 color {.VertexAttribute.}: Vec3f
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61 pos {.InstanceAttribute.}: Vec3f
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62 scale {.InstanceAttribute.}: float32
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63 fragmentColor {.Pass.}: Vec3f
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64 outColor {.ShaderOutput.}: Vec4f
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65 # code
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66 vertexCode: string = """void main() {
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67 fragmentColor = color;
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68 gl_Position = vec4((position * scale) + pos, 1);}"""
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69 fragmentCode: string = """void main() {
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70 outColor = vec4(fragmentColor, 1);}"""
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71 TriangleMesh = object
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72 position: GPUArray[Vec3f, VertexBuffer]
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73 color: GPUArray[Vec3f, VertexBuffer]
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74 QuadMesh = object
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75 position: GPUArray[Vec3f, VertexBuffer]
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76 color: GPUArray[Vec3f, VertexBuffer]
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77 indices: GPUArray[uint16, IndexBuffer]
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78 Instances = object
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79 pos: GPUArray[Vec3f, VertexBuffer]
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80 scale: GPUArray[float32, VertexBuffer]
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81 var tri = TriangleMesh(
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82 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
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83 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
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84 )
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85 var quad = QuadMesh(
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86 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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87 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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88 color: asGPUArray([NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1), NewVec3f(1, 1, 1)], VertexBuffer),
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89 )
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90
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91 var instancesA: Instances
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92 for n in 1..100:
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93 instancesA.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(-0.8'f32 .. 0'f32))
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94 instancesA.scale.data.add rand(0.3'f32 .. 0.4'f32)
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95 var instancesB: Instances
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96 for n in 1..100:
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97 instancesB.pos.data.add NewVec3f(rand(-0.8'f32 .. 0.8'f32), rand(0'f32 .. 0.8'f32))
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98 instancesB.scale.data.add rand(0.1'f32 .. 0.2'f32)
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99
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100 AssignBuffers(renderdata, tri)
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101 AssignBuffers(renderdata, quad)
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102 AssignBuffers(renderdata, instancesA)
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103 AssignBuffers(renderdata, instancesB)
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104 renderdata.FlushAllMemory()
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105
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106 var pipeline = CreatePipeline[SomeShader](renderPass = vulkan.swapchain.renderPass)
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107
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108 var start = getMonoTime()
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109 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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110
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111 WithNextFrame(framebuffer, commandbuffer):
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112
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113 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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114
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115 WithPipeline(commandbuffer, pipeline):
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116
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117 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesA)
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118 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad, instances = instancesB)
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119 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesA)
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120 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = tri, instances = instancesB)
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121
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122 # cleanup
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123 checkVkResult vkDeviceWaitIdle(vulkan.device)
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124 DestroyPipeline(pipeline)
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125 DestroyRenderData(renderdata)
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126
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127 proc test_03_simple_descriptorset(time: float32) =
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128 var renderdata = InitRenderData()
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129
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130 type
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131 Material = object
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132 baseColor: Vec3f
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133
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134 Uniforms = object
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135 material: GPUValue[Material, UniformBuffer]
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136 texture1: Image[RGBA]
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137
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138 QuadShader = object
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139 position {.VertexAttribute.}: Vec3f
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140 fragmentColor {.Pass.}: Vec3f
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141 uv {.Pass.}: Vec2f
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142 outColor {.ShaderOutput.}: Vec4f
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143 descriptorSets {.DescriptorSets.}: (Uniforms, )
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144 # code
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145 vertexCode: string = """void main() {
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146 fragmentColor = material.baseColor;
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147 gl_Position = vec4(position, 1);
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148 gl_Position.x += ((material.baseColor.b - 0.5) * 2) - 0.5;
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149 uv = position.xy + 0.5;
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150 }"""
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151 fragmentCode: string = """void main() {
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152 outColor = vec4(fragmentColor, 1) * texture(texture1, uv);}"""
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153 QuadMesh = object
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154 position: GPUArray[Vec3f, VertexBuffer]
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155 indices: GPUArray[uint16, IndexBuffer]
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156
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157 let R = RGBA([255'u8, 0'u8, 0'u8, 255'u8])
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158 let G = RGBA([0'u8, 255'u8, 0'u8, 255'u8])
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159 let B = RGBA([0'u8, 0'u8, 255'u8, 255'u8])
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160 let W = RGBA([255'u8, 255'u8, 255'u8, 255'u8])
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161 var
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162 quad = QuadMesh(
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163 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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164 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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165 )
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166 uniforms1 = asDescriptorSet(
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167 Uniforms(
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168 material: asGPUValue(Material(baseColor: NewVec3f(1, 1, 1)), UniformBuffer),
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169 texture1: Image[RGBA](width: 3, height: 3, data: @[R, G, B, G, B, R, B, R, G], interpolation: VK_FILTER_NEAREST),
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170 )
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171 )
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172 uniforms2 = asDescriptorSet(
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173 Uniforms(
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174 material: asGPUValue(Material(baseColor: NewVec3f(0.5, 0.5, 0.5)), UniformBuffer),
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175 texture1: Image[RGBA](width: 2, height: 2, data: @[R, G, B, W]),
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176 )
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177 )
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178
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179 AssignBuffers(renderdata, quad)
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180 AssignBuffers(renderdata, uniforms1)
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181 AssignBuffers(renderdata, uniforms2)
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182 UploadImages(renderdata, uniforms1)
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183 UploadImages(renderdata, uniforms2)
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184 renderdata.FlushAllMemory()
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185
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186 var pipeline = CreatePipeline[QuadShader](renderPass = vulkan.swapchain.renderPass)
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187
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188 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
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189 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms2)
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190
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191 var start = getMonoTime()
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192 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
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193
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194 WithNextFrame(framebuffer, commandbuffer):
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195
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196 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
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197
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198 WithPipeline(commandbuffer, pipeline):
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199
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200 WithBind(commandbuffer, (uniforms1, ), pipeline):
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201 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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202
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203 WithBind(commandbuffer, (uniforms2, ), pipeline):
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204 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
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205
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206 # cleanup
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207 checkVkResult vkDeviceWaitIdle(vulkan.device)
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208 DestroyPipeline(pipeline)
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209 DestroyRenderData(renderdata)
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210
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211 proc test_04_multiple_descriptorsets(time: float32) =
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212 var renderdata = InitRenderData()
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213
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214 type
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215 RenderSettings = object
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216 brigthness: float32
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217 Material = object
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218 baseColor: Vec3f
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219 ObjectSettings = object
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220 scale: float32
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221 materialIndex: uint32
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222 Constants = object
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223 offset: Vec2f
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224
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225 ConstSet = object
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226 constants: GPUValue[Constants, UniformBuffer]
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227 MainSet = object
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228 renderSettings: GPUValue[RenderSettings, UniformBufferMapped]
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229 material: array[2, GPUValue[Material, UniformBuffer]]
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230 texture1: array[2, Image[Gray]]
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231 OtherSet = object
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232 objectSettings: GPUValue[ObjectSettings, UniformBufferMapped]
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233
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234 QuadShader = object
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235 position {.VertexAttribute.}: Vec3f
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236 fragmentColor {.Pass.}: Vec3f
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237 uv {.Pass.}: Vec2f
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238 outColor {.ShaderOutput.}: Vec4f
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239 descriptorSets {.DescriptorSets.}: (ConstSet, MainSet, OtherSet)
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240 # code
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241 vertexCode: string = """void main() {
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242 fragmentColor = material[objectSettings.materialIndex].baseColor * renderSettings.brigthness;
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243 gl_Position = vec4(position * objectSettings.scale, 1);
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244 gl_Position.xy += constants.offset.xy;
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245 gl_Position.x += material[objectSettings.materialIndex].baseColor.b - 0.5;
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246 uv = position.xy + 0.5;
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247 }"""
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248 fragmentCode: string = """void main() {
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249 outColor = vec4(fragmentColor * texture(texture1[objectSettings.materialIndex], uv).rrr, 1);
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250 }"""
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251 QuadMesh = object
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252 position: GPUArray[Vec3f, VertexBuffer]
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253 indices: GPUArray[uint16, IndexBuffer]
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254
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255 var quad = QuadMesh(
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256 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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257 indices: asGPUArray([0'u16, 1'u16, 2'u16, 2'u16, 3'u16, 0'u16], IndexBuffer),
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258 )
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259 var constset = asDescriptorSet(
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260 ConstSet(
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261 constants: asGPUValue(Constants(offset: NewVec2f(-0.3, 0.2)), UniformBuffer),
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sam <sam@basx.dev>
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262 )
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sam <sam@basx.dev>
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263 )
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264 let G = Gray([50'u8])
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265 let W = Gray([255'u8])
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266 var mainset = asDescriptorSet(
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267 MainSet(
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268 renderSettings: asGPUValue(RenderSettings(brigthness: 0), UniformBufferMapped),
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269 material: [
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270 asGPUValue(Material(baseColor: NewVec3f(1, 1, 0)), UniformBuffer),
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271 asGPUValue(Material(baseColor: NewVec3f(1, 0, 1)), UniformBuffer),
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sam <sam@basx.dev>
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272 ],
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273 texture1: [
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274 Image[Gray](width: 2, height: 2, data: @[W, G, G, W], interpolation: VK_FILTER_NEAREST),
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275 Image[Gray](width: 3, height: 3, data: @[W, G, W, G, W, G, W, G, W], interpolation: VK_FILTER_NEAREST),
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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 )
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sam <sam@basx.dev>
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279 var otherset1 = asDescriptorSet(
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280 OtherSet(
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281 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 0), UniformBufferMapped),
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282 )
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283 )
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284 var otherset2 = asDescriptorSet(
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285 OtherSet(
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286 objectSettings: asGPUValue(ObjectSettings(scale: 1.0, materialIndex: 1), UniformBufferMapped),
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287 )
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288 )
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289
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290 AssignBuffers(renderdata, quad)
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291 AssignBuffers(renderdata, constset)
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292 AssignBuffers(renderdata, mainset)
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293 AssignBuffers(renderdata, otherset1)
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sam <sam@basx.dev>
parents: 1209
diff changeset
294 AssignBuffers(renderdata, otherset2)
1228
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sam <sam@basx.dev>
parents: 1223
diff changeset
295 UploadImages(renderdata, mainset)
1204
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sam <sam@basx.dev>
parents: 1203
diff changeset
296 renderdata.FlushAllMemory()
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sam <sam@basx.dev>
parents: 1203
diff changeset
297
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
298 var pipeline = CreatePipeline[QuadShader](renderPass = vulkan.swapchain.renderPass)
1204
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sam <sam@basx.dev>
parents: 1203
diff changeset
299
1210
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sam <sam@basx.dev>
parents: 1209
diff changeset
300 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], constset)
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sam <sam@basx.dev>
parents: 1209
diff changeset
301 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[1], mainset)
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sam <sam@basx.dev>
parents: 1209
diff changeset
302 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset1)
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sam <sam@basx.dev>
parents: 1209
diff changeset
303 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[2], otherset2)
1205
f7530247a21f did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents: 1204
diff changeset
304
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
305 var start = getMonoTime()
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sam <sam@basx.dev>
parents: 1233
diff changeset
306 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
307
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
308 WithNextFrame(framebuffer, commandbuffer):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
309
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
310 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
311
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
312 WithPipeline(commandbuffer, pipeline):
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sam <sam@basx.dev>
parents: 1240
diff changeset
313
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
314 WithBind(commandbuffer, (constset, mainset, otherset1), pipeline):
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sam <sam@basx.dev>
parents: 1240
diff changeset
315 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
316
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
317 WithBind(commandbuffer, (constset, mainset, otherset2), pipeline):
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sam <sam@basx.dev>
parents: 1240
diff changeset
318 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = quad)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
319
1235
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sam <sam@basx.dev>
parents: 1233
diff changeset
320 mainset.data.renderSettings.data.brigthness = ((getMonoTime() - start).inMilliseconds().int / 1000) / time
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
321 otherset1.data.objectSettings.data.scale = 0.5 + ((getMonoTime() - start).inMilliseconds().int / 1000) / time
1210
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sam <sam@basx.dev>
parents: 1209
diff changeset
322 UpdateGPUBuffer(mainset.data.renderSettings)
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sam <sam@basx.dev>
parents: 1209
diff changeset
323 UpdateGPUBuffer(otherset1.data.objectSettings)
1205
f7530247a21f did: improve descriptor-set handling, add simple descriptor set test
sam <sam@basx.dev>
parents: 1204
diff changeset
324 renderdata.FlushAllMemory()
1204
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sam <sam@basx.dev>
parents: 1203
diff changeset
325
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
326 # cleanup
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
327 checkVkResult vkDeviceWaitIdle(vulkan.device)
1204
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sam <sam@basx.dev>
parents: 1203
diff changeset
328 DestroyPipeline(pipeline)
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sam <sam@basx.dev>
parents: 1203
diff changeset
329 DestroyRenderData(renderdata)
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sam <sam@basx.dev>
parents: 1203
diff changeset
330
1239
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sam <sam@basx.dev>
parents: 1235
diff changeset
331 proc test_05_cube(time: float32) =
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
332 type
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
333
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sam <sam@basx.dev>
parents: 1230
diff changeset
334 UniformData = object
1232
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sam <sam@basx.dev>
parents: 1231
diff changeset
335 mvp: Mat4
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
336 Uniforms = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
337 data: GPUValue[UniformData, UniformBufferMapped]
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sam <sam@basx.dev>
parents: 1230
diff changeset
338 CubeShader = object
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sam <sam@basx.dev>
parents: 1230
diff changeset
339 position {.VertexAttribute.}: Vec3f
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sam <sam@basx.dev>
parents: 1230
diff changeset
340 color {.VertexAttribute.}: Vec4f
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
341 fragmentColor {.Pass.}: Vec4f
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sam <sam@basx.dev>
parents: 1230
diff changeset
342 outColor {.ShaderOutput.}: Vec4f
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sam <sam@basx.dev>
parents: 1230
diff changeset
343 descriptorSets {.DescriptorSets.}: (Uniforms, )
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sam <sam@basx.dev>
parents: 1230
diff changeset
344 # code
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sam <sam@basx.dev>
parents: 1230
diff changeset
345 vertexCode = """void main() {
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sam <sam@basx.dev>
parents: 1230
diff changeset
346 fragmentColor = color;
1232
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sam <sam@basx.dev>
parents: 1231
diff changeset
347 gl_Position = vec4(position, 1) * data.mvp;
1231
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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 fragmentCode = """void main() {
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
350 outColor = fragmentColor;
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
351 }"""
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
352 Mesh = object
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
353 position: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
354 normals: GPUArray[Vec3f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
355 color: GPUArray[Vec4f, VertexBuffer]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
356
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
357 let quad = @[
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
358 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
359 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
360 ]
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
361 proc transf(data: seq[Vec3f], mat: Mat4): seq[Vec3f] =
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
362 for v in data:
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
363 result.add mat * v
1231
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sam <sam@basx.dev>
parents: 1230
diff changeset
364
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
365 var
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
366 vertices: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
367 colors: seq[Vec4f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
368 normals: seq[Vec3f]
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
369
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
370 # front, red
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
371 vertices.add quad.transf(Translate(0, 0, -0.5))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
372 colors.add newSeqWith(6, NewVec4f(1, 0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
373 normals.add newSeqWith(6, NewVec3f(0, 0, -1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
374
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
375 # back, cyan
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sam <sam@basx.dev>
parents: 1230
diff changeset
376 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
377 colors.add newSeqWith(6, NewVec4f(0, 1, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
378 normals.add newSeqWith(6, NewVec3f(0, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
379
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
380 # right, green
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
381 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
382 colors.add newSeqWith(6, NewVec4f(0, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
383 normals.add newSeqWith(6, NewVec3f(-1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
384
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
385 # left, magenta
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
386 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
387 colors.add newSeqWith(6, NewVec4f(1, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
388 normals.add newSeqWith(6, NewVec3f(1, 0, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
389
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
390 # bottom, blue
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
391 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
392 colors.add newSeqWith(6, NewVec4f(0, 0, 1, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
393 normals.add newSeqWith(6, NewVec3f(0, -1, 0))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
394
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
395 # top, yellow
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
396 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
397 colors.add newSeqWith(6, NewVec4f(1, 1, 0, 1))
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
398 normals.add newSeqWith(6, NewVec3f(0, 1, 0))
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 renderdata = InitRenderData()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
401
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
402 var mesh = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
403 position: asGPUArray(vertices, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
404 color: asGPUArray(colors, VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
405 normals: asGPUArray(normals, VertexBuffer),
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 AssignBuffers(renderdata, mesh)
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 floor = Mesh(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
410 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
411 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
412 normals: asGPUArray(newSeqWith(6, Y), VertexBuffer),
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
413 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
414 AssignBuffers(renderdata, floor)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
415
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
416 var uniforms1 = asDescriptorSet(
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
417 Uniforms(
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
418 data: asGPUValue(UniformData(mvp: Unit4), UniformBufferMapped)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
419 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
420 )
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
421 AssignBuffers(renderdata, uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
422
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
423 renderdata.FlushAllMemory()
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
424
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
425 var pipeline = CreatePipeline[CubeShader](renderPass = vulkan.swapchain.renderPass)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
426 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
427
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
428 var tStart = getMonoTime()
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
429 var t = tStart
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
430
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
431 var start = getMonoTime()
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
432 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
433 let tStartLoop = getMonoTime() - tStart
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
434
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
435 uniforms1.data.data.data.mvp = (
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
436 Perspective(-PI / 2, GetAspectRatio(), 0.01, 100) *
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
437 Translate(0, 0, 2) *
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
438 Rotate(PI / 4, X) *
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
439 Rotate(PI * 0.1 * (tStartLoop.inMicroseconds() / 1_000_000), Y)
1232
32a977c71ba5 fix: make matrices working correctly
sam <sam@basx.dev>
parents: 1231
diff changeset
440 )
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
441 UpdateGPUBuffer(uniforms1.data.data, flush = true)
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
442
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
443 WithNextFrame(framebuffer, commandbuffer):
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
444
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
445 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
446 WithPipeline(commandbuffer, pipeline):
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
447
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
448 WithBind(commandbuffer, (uniforms1, ), pipeline):
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
449 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
450 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = floor)
1233
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
451
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
452 let tEndLoop = getMonoTime() - tStart
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
453 let looptime = tEndLoop - tStartLoop
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
454 let waitTime = 16_666 - looptime.inMicroseconds
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
455 if waitTime > 0:
1cf698973dca did: cleanup tests and old platform layer files
sam <sam@basx.dev>
parents: 1232
diff changeset
456 sleep((waitTime / 1000).int)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
457
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
458 # cleanup
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
459 checkVkResult vkDeviceWaitIdle(vulkan.device)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
460 DestroyPipeline(pipeline)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
461 DestroyRenderData(renderdata)
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
462
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
463 proc test_06_different_draw_modes(time: float32) =
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
464 var renderdata = InitRenderData()
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
465
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
466 type
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
467 Shader = object
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
468 position {.VertexAttribute.}: Vec3f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
469 color {.VertexAttribute.}: Vec3f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
470 fragmentColor {.Pass.}: Vec3f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
471 outColor {.ShaderOutput.}: Vec4f
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
472 # code
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
473 vertexCode: string = """void main() {
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
474 gl_PointSize = 100;
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
475 fragmentColor = color;
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
476 gl_Position = vec4(position, 1);}"""
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
477 fragmentCode: string = """void main() {
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
478 outColor = vec4(fragmentColor, 1);}"""
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
479 TriangleMesh = object
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
480 position: GPUArray[Vec3f, VertexBuffer]
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
481 color: GPUArray[Vec3f, VertexBuffer]
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
482 var triangle = TriangleMesh(
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
483 position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer),
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
484 color: asGPUArray([NewVec3f(0, 0, 1), NewVec3f(0, 1, 0), NewVec3f(1, 0, 0)], VertexBuffer),
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
485 )
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
486 var lines = TriangleMesh(
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
487 position: asGPUArray([NewVec3f(-0.9, 0), NewVec3f(-0.05, -0.9), NewVec3f(0.05, -0.9), NewVec3f(0.9, 0)], VertexBuffer),
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
488 color: asGPUArray([NewVec3f(1, 1, 0), NewVec3f(1, 1, 0), NewVec3f(0, 1, 0), NewVec3f(0, 1, 0)], VertexBuffer),
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
489 )
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
490 AssignBuffers(renderdata, triangle)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
491 AssignBuffers(renderdata, lines)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
492 renderdata.FlushAllMemory()
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
493
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
494 var pipeline1 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, polygonMode = VK_POLYGON_MODE_LINE, lineWidth = 20'f32)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
495 var pipeline2 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, polygonMode = VK_POLYGON_MODE_POINT)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
496 var pipeline3 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST, lineWidth = 5)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
497 var pipeline4 = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass, topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
498
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
499 var start = getMonoTime()
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
500 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
501 WithNextFrame(framebuffer, commandbuffer):
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
502 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
503 WithPipeline(commandbuffer, pipeline1):
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
504 Render(commandbuffer = commandbuffer, pipeline = pipeline1, mesh = triangle)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
505 WithPipeline(commandbuffer, pipeline2):
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
506 Render(commandbuffer = commandbuffer, pipeline = pipeline2, mesh = triangle)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
507 WithPipeline(commandbuffer, pipeline3):
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
508 Render(commandbuffer = commandbuffer, pipeline = pipeline3, mesh = lines)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
509 WithPipeline(commandbuffer, pipeline4):
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
510 Render(commandbuffer = commandbuffer, pipeline = pipeline4, mesh = lines)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
511
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
512 # cleanup
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
513 checkVkResult vkDeviceWaitIdle(vulkan.device)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
514 DestroyPipeline(pipeline1)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
515 DestroyPipeline(pipeline2)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
516 DestroyPipeline(pipeline3)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
517 DestroyPipeline(pipeline4)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
518 DestroyRenderData(renderdata)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
519
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
520 proc test_07_png_texture(time: float32) =
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
521 var renderdata = InitRenderData()
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
522
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
523 type
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
524 Uniforms = object
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
525 texture1: Image[RGBA]
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
526 Shader = object
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
527 position {.VertexAttribute.}: Vec3f
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
528 uv {.VertexAttribute.}: Vec2f
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
529 fragmentUv {.Pass.}: Vec2f
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
530 outColor {.ShaderOutput.}: Vec4f
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
531 descriptorSets {.DescriptorSets.}: (Uniforms, )
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
532 # code
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
533 vertexCode: string = """
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
534 void main() {
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
535 fragmentUv = uv;
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
536 gl_Position = vec4(position, 1);
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
537 }"""
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
538 fragmentCode: string = """
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
539 void main() {
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
540 outColor = texture(texture1, fragmentUv);
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
541 }"""
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
542 Quad = object
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
543 position: GPUArray[Vec3f, VertexBuffer]
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
544 uv: GPUArray[Vec2f, VertexBuffer]
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
545 var mesh = Quad(
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
546 position: asGPUArray([
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
547 NewVec3f(-0.8, -0.5), NewVec3f(-0.8, 0.5), NewVec3f(0.8, 0.5),
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
548 NewVec3f(0.8, 0.5), NewVec3f(0.8, -0.5), NewVec3f(-0.8, -0.5),
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
549 ], VertexBuffer),
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
550 uv: asGPUArray([
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
551 NewVec2f(0, 1), NewVec2f(0, 0), NewVec2f(1, 0),
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
552 NewVec2f(1, 0), NewVec2f(1, 1), NewVec2f(0, 1),
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
553 ], VertexBuffer),
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
554 )
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
555 AssignBuffers(renderdata, mesh)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
556 renderdata.FlushAllMemory()
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
557
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
558 var pipeline = CreatePipeline[Shader](renderPass = vulkan.swapchain.renderPass)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
559 var uniforms1 = asDescriptorSet(
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
560 Uniforms(
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
561 texture1: LoadImage[RGBA]("art.png"),
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
562 )
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
563 )
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
564 UploadImages(renderdata, uniforms1)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
565 InitDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], uniforms1)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
566
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
567 var start = getMonoTime()
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
568 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
569
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
570 WithNextFrame(framebuffer, commandbuffer):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
571
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
572 WithRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
573
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
574 WithPipeline(commandbuffer, pipeline):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
575
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
576 WithBind(commandbuffer, (uniforms1, ), pipeline):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
577 Render(commandbuffer = commandbuffer, pipeline = pipeline, mesh = mesh)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
578
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
579 # cleanup
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
580 checkVkResult vkDeviceWaitIdle(vulkan.device)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
581 DestroyPipeline(pipeline)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
582 DestroyRenderData(renderdata)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
583
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
584 proc test_08_triangle_2pass(time: float32, depthBuffer: bool, samples: VkSampleCountFlagBits) =
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
585 var (offscreenRP, presentRP) = CreateIndirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
586
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
587 SetupSwapchain(renderpass = presentRP)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
588
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
589 var renderdata = InitRenderData()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
590
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
591 type
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
592 Uniforms = object
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
593 frameTexture: Image[RGBA]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
594 TriangleShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
595 position {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
596 color {.VertexAttribute.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
597 fragmentColor {.Pass.}: Vec3f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
598 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
599 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
600 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
601 fragmentColor = color;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
602 gl_Position = vec4(position, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
603 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
604 outColor = vec4(fragmentColor, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
605 PresentShader = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
606 position {.VertexAttribute.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
607 uv {.Pass.}: Vec2f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
608 outColor {.ShaderOutput.}: Vec4f
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
609 descriptorSets {.DescriptorSets.}: (Uniforms, )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
610 # code
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
611 vertexCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
612 uv = ((position + 1) * 0.5) * vec2(1, -1);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
613 gl_Position = vec4(position, 0, 1);}"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
614 fragmentCode: string = """void main() {
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
615 vec2 uv1 = uv + vec2(0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
616 vec2 uv2 = uv + vec2(0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
617 vec2 uv3 = uv + vec2(-0.001, 0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
618 vec2 uv4 = uv + vec2(-0.001, -0.001);
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
619 outColor = (
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
620 texture(frameTexture, uv1) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
621 texture(frameTexture, uv2) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
622 texture(frameTexture, uv3) +
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
623 texture(frameTexture, uv4)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
624 ) / 4;
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
625 }"""
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
626 TriangleMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
627 position: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
628 color: GPUArray[Vec3f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
629 QuadMesh = object
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
630 position: GPUArray[Vec2f, VertexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
631 indices: GPUArray[uint16, IndexBuffer]
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
632 var mesh = TriangleMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
633 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
634 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
635 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
636 var quad = QuadMesh(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
637 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
638 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
639 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
640 var uniforms1 = asDescriptorSet(
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
641 Uniforms(
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
642 frameTexture: Image[RGBA](width: vulkan.swapchain.width, height: vulkan.swapchain.height, isRenderTarget: true),
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
643 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
644 )
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
645 AssignBuffers(renderdata, mesh)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
646 AssignBuffers(renderdata, quad)
1228
4e465583ea32 did: rename texture to image
sam <sam@basx.dev>
parents: 1223
diff changeset
647 UploadImages(renderdata, uniforms1)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
648 renderdata.FlushAllMemory()
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
649
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
650 var
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
651 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
652 presentPipeline = CreatePipeline[PresentShader](renderPass = presentRP)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
653
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
654 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
655
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
656 # 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
657 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
658 depthImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
659 depthImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
660 depthMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
661 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
662 depthImage = svkCreate2DImage(
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
663 width = vulkan.swapchain.width,
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
664 height = vulkan.swapchain.height,
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
665 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
666 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
667 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
668 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
669 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
670 depthMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
671 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
672 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
673 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
674 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
675 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
676 depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
677 depthMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
678 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
679 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
680 depthImageView = svkCreate2DImageView(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
681 image = depthImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
682 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
683 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
684 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
685
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
686 # 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
687 var
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
688 msaaImage: VkImage
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
689 msaaImageView: VkImageView
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
690 msaaMemory: VkDeviceMemory
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
691 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
692 msaaImage = svkCreate2DImage(
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
693 width = vulkan.swapchain.width,
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
694 height = vulkan.swapchain.height,
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
695 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
696 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
697 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
698 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
699 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
700 msaaMemory = svkAllocateMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
701 requirements.size,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
702 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
703 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
704 checkVkResult vkBindImageMemory(
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
705 vulkan.device,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
706 msaaImage,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
707 msaaMemory,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
708 0,
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
709 )
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
710 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
711
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
712 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
713 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
714 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
715 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
716 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
717 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
718 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
719 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
720 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
721 else:
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
722 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
723 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
724 offscreenRP.vk,
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
725 vulkan.swapchain.width,
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
726 vulkan.swapchain.height,
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
727 attachments
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
728 )
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
729
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
730 var start = getMonoTime()
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
731 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time:
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
732
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
733 WithNextFrame(framebuffer, commandbuffer):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
734
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
735 WithRenderPass(offscreenRP, offscreenFB, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
736 WithPipeline(commandbuffer, drawPipeline):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
737 Render(commandbuffer = commandbuffer, pipeline = drawPipeline, mesh = mesh)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
738
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
739 WithRenderPass(presentRP, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, NewVec4f(0, 0, 0, 0)):
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
740
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
741 WithPipeline(commandbuffer, presentPipeline):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
742
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
743 WithBind(commandbuffer, (uniforms1, ), presentPipeline):
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
744 Render(commandbuffer = commandbuffer, pipeline = presentPipeline, mesh = quad)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
745
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
746 # cleanup
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
747 checkVkResult vkDeviceWaitIdle(vulkan.device)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
748 DestroyPipeline(presentPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
749 DestroyPipeline(drawPipeline)
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
750 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
751 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
752 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
753 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
754 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
755 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
756 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
757 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
758 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
759 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
760 vkDestroyRenderPass(vulkan.device, presentRP.vk, nil)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
761 vkDestroyFramebuffer(vulkan.device, offscreenFB, nil)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
762 ClearSwapchain()
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
763
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
764 when isMainModule:
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
765 var time = 1'f32
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
766 InitVulkan()
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
767
1229
5dcb503ef0c0 did: refactor renderpass a bit, enable depth buffering and msaa on offscreen-rendering
sam <sam@basx.dev>
parents: 1228
diff changeset
768 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
769 var renderPasses = [
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
770 (depthBuffer: false, samples: VK_SAMPLE_COUNT_1_BIT),
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
771 (depthBuffer: false, samples: VK_SAMPLE_COUNT_4_BIT),
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
772 (depthBuffer: true, samples: VK_SAMPLE_COUNT_1_BIT),
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
773 (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
774 ]
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
775
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
776
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
777 # test normal
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
778 for i, (depthBuffer, samples) in renderPasses:
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
779 var renderpass = CreateDirectPresentationRenderPass(depthBuffer = depthBuffer, samples = samples)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
780 SetupSwapchain(renderpass = renderpass)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
781
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
782 # tests a simple triangle with minimalistic shader and vertex format
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
783 test_01_triangle(time)
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
784
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
785 # tests instanced triangles and quads, mixing meshes and instances
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
786 test_02_triangle_quad_instanced(time)
1210
570ac1620fb6 fix: make uniform-block-arrays working
sam <sam@basx.dev>
parents: 1209
diff changeset
787
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
788 # teste descriptor sets
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
789 test_03_simple_descriptorset(time)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
790
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
791 # tests multiple descriptor sets and arrays
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
792 test_04_multiple_descriptorsets(time)
1231
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
793
70f6c1cfe005 add: incomplete cube demo
sam <sam@basx.dev>
parents: 1230
diff changeset
794 # rotating cube
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
795 test_05_cube(time)
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
796
1240
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
797 # different draw modes (lines, points, and topologies)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
798 test_06_different_draw_modes(time)
42eeb59f3a43 add: more tests, line and point rendering
sam <sam@basx.dev>
parents: 1239
diff changeset
799
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
800 # load PNG texture
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
801 test_07_png_texture(time)
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
802
1230
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
803 checkVkResult vkDeviceWaitIdle(vulkan.device)
51221494caeb fix: uncomment all tests
sam <sam@basx.dev>
parents: 1229
diff changeset
804 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
1239
69489a678141 add: better syncing, better swapchain access, correct font offset, two font-rendering tests
sam <sam@basx.dev>
parents: 1235
diff changeset
805 ClearSwapchain()
1204
e2901100a596 add: tests, some fixes, some helpers
sam <sam@basx.dev>
parents: 1203
diff changeset
806
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
807 # test multiple render passes
1235
c70fee6568f6 did: improv render tests to run without user input
sam <sam@basx.dev>
parents: 1233
diff changeset
808 for i, (depthBuffer, samples) in renderPasses:
1242
e8b3dc80e48e add: PNG loading and tests for it
sam <sam@basx.dev>
parents: 1240
diff changeset
809 test_08_triangle_2pass(time, depthBuffer, samples)
1214
04e446a7eb2b add: multipass renderer, finish tets for now
sam <sam@basx.dev>
parents: 1213
diff changeset
810
1203
6360c8d17ce0 did: preprations to add rendering tests
sam <sam@basx.dev>
parents:
diff changeset
811 DestroyVulkan()