Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 327:a63bd8f29252
add: make same attribute for different shaders work correctly, yipie!
author | Sam <sam@basx.dev> |
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date | Fri, 25 Aug 2023 01:09:23 +0700 |
parents | 4ec852355750 |
children | 8d0ffcacc7e3 |
rev | line source |
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1 import std/tables |
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2 |
117 | 3 import semicongine |
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4 |
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5 |
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6 let |
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7 sampler = Sampler( |
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8 magnification: VK_FILTER_NEAREST, |
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9 minification: VK_FILTER_NEAREST, |
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10 wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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11 wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT, |
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12 ) |
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13 (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
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14 mat = 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 ) |
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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 ) |
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47 |
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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)], |
211 | 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)], |
211 | 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, |
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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)], |
211 | 64 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], |
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65 indices=[[0'u16, 2'u16, 1'u16]], |
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66 material=mat2, |
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67 transform=translate(0.7, -0.5), |
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68 ), |
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69 newMesh( |
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70 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
211 | 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)], |
211 | 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)], |
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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, |
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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 ] |
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93 |
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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 |
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126 proc scene_primitives(): seq[Mesh] = |
125 | 127 var r = rect(color="ff0000") |
128 var t = tri(color="0000ff") | |
129 var c = circle(color="00ff00") | |
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130 r.material = mat |
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131 t.material = mat |
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132 c.material = mat |
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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 |
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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
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148 |
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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 |
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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 | 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), |
326
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168 attr[Mat4]("transform", perInstance=true), |
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169 attr[uint16]("materialIndex", perInstance=true), |
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170 ], |
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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 ], |
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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 ], |
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180 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color; materialIndexOut = materialIndex;""", |
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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), |
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186 attr[Mat4]("transform", perInstance=true), |
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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")], |
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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;", |
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193 ) |
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194 engine.initRenderer({ |
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195 "my_material": shaderConfiguration1, |
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196 "my_special_material": shaderConfiguration2, |
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197 }.toTable) |
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198 |
129
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199 # INIT SCENES |
189
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200 var scenes = [ |
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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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207 ] |
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208 |
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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: |
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211 scene.addShaderGlobal("time", 0.0'f32) |
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212 engine.addScene(scene) |
109 | 213 |
115 | 214 # MAINLOOP |
111
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215 echo "Setup successfull, start rendering" |
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216 for i in 0 ..< 3: |
189
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217 for scene in scenes.mitems: |
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218 echo "rendering scene ", scene.name |
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219 for i in 0 ..< 1000: |
146 | 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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224 engine.renderScene(scene) |
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225 echo "Rendered ", engine.framesRendered, " frames" |
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226 echo "Processed ", engine.eventsProcessed, " events" |
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227 |
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228 # cleanup |
96 | 229 echo "Start cleanup" |
127 | 230 engine.destroy() |
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231 |
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232 when isMainModule: |
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233 main() |