annotate tests/test_vulkan_wrapper.nim @ 327:a63bd8f29252

add: make same attribute for different shaders work correctly, yipie!
author Sam <sam@basx.dev>
date Fri, 25 Aug 2023 01:09:23 +0700
parents 4ec852355750
children 8d0ffcacc7e3
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
rev   line source
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1 import std/tables
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2
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3 import semicongine
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4
322
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5
323
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6 let
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7 sampler = Sampler(
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8 magnification: VK_FILTER_NEAREST,
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9 minification: VK_FILTER_NEAREST,
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10 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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11 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT,
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12 )
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13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
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14 mat = Material(
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15 name: "mat",
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16 materialType: "my_material",
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17 textures: {
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18 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[
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19 R, R, R, R, R,
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20 R, R, W, R, R,
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21 R, W, W, W, R,
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22 R, R, W, R, R,
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23 R, R, R, R, R,
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24 ]), sampler: sampler)
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25 }.toTable
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26 )
323
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27 mat2 = Material(
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28 name: "mat2",
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29 materialType: "my_material",
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30 textures: {
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31 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[
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32 R, W, R, W, R,
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33 W, R, W, R, W,
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34 R, W, R, W, R,
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35 W, R, W, R, W,
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36 R, W, R, W, R,
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37 ]), sampler: sampler)
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38 }.toTable
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39 )
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40 mat3 = Material(
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41 name: "mat3",
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42 materialType: "my_special_material",
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43 constants: {
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44 "color": toGPUValue(newVec4f(0, 1, 0, 1))
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45 }.toTable
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46 )
322
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47
326
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48 proc scene_different_mesh_types(): seq[Mesh] =
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49 @[
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50 newMesh(
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51 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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52 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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53 material=mat,
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54 transform=translate(-0.7, -0.5),
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55 ),
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56 newMesh(
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57 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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58 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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59 material=mat,
326
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60 transform=translate(0, -0.5),
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61 ),
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62 newMesh(
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63 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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64 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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65 indices=[[0'u16, 2'u16, 1'u16]],
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66 material=mat2,
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67 transform=translate(0.7, -0.5),
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68 ),
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69 newMesh(
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70 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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71 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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72 indices=[[0'u16, 2'u16, 1'u16]],
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73 material=mat2,
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74 transform=translate(-0.7, 0.5),
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75 ),
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76 newMesh(
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77 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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78 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
128
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79 indices=[[0'u32, 2'u32, 1'u32]],
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80 autoResize=false,
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81 material=mat2,
326
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82 transform=translate(0, 0.5),
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83 ),
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84 newMesh(
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85 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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86 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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87 indices=[[0'u32, 2'u32, 1'u32]],
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88 autoResize=false,
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89 material=mat2,
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90 transform=translate(0.7, 0.5),
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91 ),
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92 ]
124
cb9e27a30165 fix: completely overhole buffer handling for drawing, fix shit
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93
326
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94 proc scene_simple(): seq[Mesh] =
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95 @[
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96 newMesh(
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97 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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98 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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99 material=mat,
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100 transform=translate(0.4, 0.4),
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101 ),
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102 newMesh(
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103 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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104 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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105 material=mat,
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106 transform=translate(0.4, -0.4),
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107 ),
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108 newMesh(
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109 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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110 colors=[newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1), newVec4f(1.0, 1.0, 0.0, 1)],
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111 indices=[[0'u32, 1'u32, 2'u32]],
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112 autoResize=false,
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113 material=mat,
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114 transform=translate(-0.4, 0.4),
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115 ),
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116 newMesh(
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117 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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118 colors=[newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1), newVec4f(0.0, 0.0, 1.0, 1)],
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119 indices=[[0'u16, 1'u16, 2'u16]],
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120 instanceTransforms=[Unit4F32, Unit4F32],
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121 material=mat,
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122 transform=translate(-0.4, -0.4),
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123 )
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124 ]
124
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125
326
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126 proc scene_primitives(): seq[Mesh] =
125
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127 var r = rect(color="ff0000")
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128 var t = tri(color="0000ff")
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129 var c = circle(color="00ff00")
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130 r.material = mat
322
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131 t.material = mat
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132 c.material = mat
326
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133 r.transform = translate(newVec3f(0.5, -0.3))
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134 t.transform = translate(newVec3f(0.3, 0.3))
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135 c.transform = translate(newVec3f(-0.3, 0.1))
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136 result = @[r, c, t]
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137
326
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138 proc scene_flag(): seq[Mesh] =
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139 @[
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140 newMesh(
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141 positions=[newVec3f(-1.0, -1.0), newVec3f(1.0, -1.0), newVec3f(1.0, 1.0), newVec3f(-1.0, 1.0)],
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142 colors=[newVec4f(-1, -1, 1, 1), newVec4f(1, -1, 1, 1), newVec4f(1, 1, 1, 1), newVec4f(-1, 1, 1, 1)],
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143 indices=[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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144 material=mat,
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145 transform=scale(0.5, 0.5)
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146 )
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147 ]
192
659992f14dd6 add: textures now support in shader via scene data, also: improved config handling a bit, more to come
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148
326
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149 proc scene_multi_material(): seq[Mesh] =
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150 var
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151 r1 = rect(color="ffffff")
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152 r2 = rect(color="000000")
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153 r1.material = mat
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154 r2.material = mat3
326
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155 r1.transform = translate(newVec3f(-0.5))
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156 r2.transform = translate(newVec3f(+0.5))
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157 result = @[r1, r2]
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158
129
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159 proc main() =
127
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160 var engine = initEngine("Test")
124
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161
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162 # INIT RENDERER:
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163 const
324
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164 shaderConfiguration1 = createShaderConfiguration(
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165 inputs=[
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166 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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167 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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168 attr[Mat4]("transform", perInstance=true),
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169 attr[uint16]("materialIndex", perInstance=true),
321
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170 ],
323
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171 intermediates=[
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172 attr[Vec4f]("outcolor"),
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173 attr[uint16]("materialIndexOut", noInterpolation=true),
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174 ],
321
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175 outputs=[attr[Vec4f]("color")],
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176 uniforms=[attr[float32]("time")],
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177 samplers=[
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178 attr[Sampler2DType]("my_little_texture", arrayCount=2)
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179 ],
326
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180 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color; materialIndexOut = materialIndex;""",
323
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181 fragmentCode="color = texture(my_little_texture[materialIndexOut], outcolor.xy) * 0.5 + outcolor * 0.5;",
124
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182 )
324
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183 shaderConfiguration2 = createShaderConfiguration(
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184 inputs=[
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185 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
326
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186 attr[Mat4]("transform", perInstance=true),
324
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187 ],
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188 intermediates=[attr[Vec4f]("outcolor")],
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189 outputs=[attr[Vec4f]("color")],
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190 uniforms=[attr[Vec4f]("color")],
326
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191 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color;""",
327
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192 fragmentCode="color = outcolor;",
324
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193 )
323
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194 engine.initRenderer({
324
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195 "my_material": shaderConfiguration1,
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196 "my_special_material": shaderConfiguration2,
323
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197 }.toTable)
124
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198
129
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199 # INIT SCENES
189
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200 var scenes = [
326
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201 # Scene(name: "simple", meshes: scene_simple()),
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202 # Scene(name: "different mesh types", meshes: scene_different_mesh_types()),
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203 # Scene(name: "primitives", meshes: scene_primitives()),
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204 # Scene(name: "flag", meshes: scene_flag()),
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205 # Scene(name: "multimaterial", meshes: scene_multi_material(), materialIndexAttribute: ""),
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206 Scene(name: "multimaterial", meshes: scene_multi_material()),
189
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parents: 188
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207 ]
322
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208
326
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209 scenes[0].addShaderGlobal("color", newVec4f(1, 0, 0, 1))
128
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210 for scene in scenes.mitems:
189
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211 scene.addShaderGlobal("time", 0.0'f32)
322
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212 engine.addScene(scene)
109
8d24727c9795 did: refactor rendering/scene concept
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213
115
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214 # MAINLOOP
111
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215 echo "Setup successfull, start rendering"
128
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216 for i in 0 ..< 3:
189
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parents: 188
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217 for scene in scenes.mitems:
326
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218 echo "rendering scene ", scene.name
128
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219 for i in 0 ..< 1000:
146
253dd797e719 add: improvments and E10 (pong)
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220 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
129
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221 engine.destroy()
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222 return
190
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223 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f)
131
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diff changeset
224 engine.renderScene(scene)
129
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225 echo "Rendered ", engine.framesRendered, " frames"
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226 echo "Processed ", engine.eventsProcessed, " events"
114
056e08dfad10 yay: first triangle rendering with new engine implmentation
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227
056e08dfad10 yay: first triangle rendering with new engine implmentation
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diff changeset
228 # cleanup
96
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229 echo "Start cleanup"
127
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230 engine.destroy()
129
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231
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232 when isMainModule:
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233 main()