annotate tests/test_gltf.nim @ 1291:a6a80b78e811

del: font name not required in struct
author sam <sam@basx.dev>
date Sat, 03 Aug 2024 20:45:22 +0700
parents 0369fa1ffbd9
children 6d0162bfe48a
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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 ../semicongine
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9
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10 proc test_gltf(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 ObjectData = object
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15 transform: Mat4
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16 materialId: int32
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17 Camera = object
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18 view: Mat4
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19 normal: Mat4
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20 projection: Mat4
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21 Material = object
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22 color: Vec4f = vec4(1, 1, 1, 1)
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23 # colorTexture: int32 = -1
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24 metallic: float32 = 0
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25 roughness: float32 = 0
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26 # metallicRoughnessTexture: int32 = -1
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27 # normalTexture: int32 = -1
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28 # occlusionTexture: int32 = -1
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29 emissive: Vec4f = vec4(0, 0, 0, 0)
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30 # emissiveTexture: int32 = -1
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31 MainDescriptors = object
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32 materials: array[50, GPUValue[Material, UniformBuffer]]
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33 camera: GPUValue[Camera, UniformBufferMapped]
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34 Shader = object
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35 objectData {.PushConstantAttribute.}: ObjectData
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36 position {.VertexAttribute.}: Vec3f
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37 color {.VertexAttribute.}: Vec4f
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38 normal {.VertexAttribute.}: Vec3f
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39 fragmentPosition {.Pass.}: Vec3f
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40 fragmentColor {.Pass.}: Vec4f
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41 fragmentNormal {.Pass.}: Vec3f
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42 outColor {.ShaderOutput.}: Vec4f
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43 descriptors {.DescriptorSets.}: (MainDescriptors, )
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44 # code
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45 vertexCode: string = """
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46 void main() {
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47 mat4 modelView = objectData.transform * camera.view;
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48 mat3 normalMat = mat3(transpose(inverse(objectData.transform)));
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49 vec4 posTransformed = vec4(position, 1) * modelView;
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50 fragmentPosition = posTransformed.xyz / posTransformed.w;
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51 fragmentColor = color * materials[objectData.materialId].color;
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52 fragmentNormal = normal * normalMat;
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53 gl_Position = vec4(position, 1) * (modelView * camera.projection);
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54 }"""
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55 fragmentCode: string = """
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56 const vec3 lightPosition = vec3(7, 9, -12);
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57 const float shininess = 40;
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58 const vec3 ambientColor = vec3(0, 0, 0);
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59 const vec3 lightColor = vec3(1, 1, 1);
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60 // const vec3 specColor = vec3(1, 1, 1);
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61 const float lightPower = 20;
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62 void main() {
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63 // some setup
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64 vec3 normal = normalize(fragmentNormal);
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65 vec3 lightDir = lightPosition - fragmentPosition;
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66 float dist = length(lightDir);
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67 lightDir = normalize(lightDir);
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68
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69 float lambertian = max(dot(lightDir, normal), 0);
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70 float specular = 0;
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71
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72 // blinn-phong
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73 if (lambertian > 0) {
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74 vec3 viewDir = normalize(-fragmentPosition);
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75 vec3 halfDir = normalize(lightDir + viewDir);
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76 float specAngle = max(dot(halfDir, normal), 0.0);
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77 specular = pow(specAngle, shininess);
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78 }
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79
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80 vec3 diffuseColor = fragmentColor.rgb;
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81 vec3 specColor = diffuseColor;
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82 vec3 color = ambientColor + diffuseColor * lambertian * lightColor * lightPower / dist + specColor * specular * lightColor * lightPower / dist;
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83
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84 outColor = vec4(color, fragmentColor.a);
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85 }"""
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86 Mesh = object
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87 position: GPUArray[Vec3f, VertexBuffer]
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88 color: GPUArray[Vec4f, VertexBuffer]
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89 normal: GPUArray[Vec3f, VertexBuffer]
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90 indices: GPUArray[uint32, IndexBuffer]
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91 material: int32
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92
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93 var gltfData = loadMeshes[Mesh, Material](
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94 "town.glb",
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95 # "forest.glb",
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96 MeshAttributeNames(
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97 POSITION: "position",
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98 COLOR: @["color"],
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99 NORMAL: "normal",
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100 indices: "indices",
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101 material: "material",
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102 ),
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103 MaterialAttributeNames(
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104 baseColorFactor: "color",
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105 baseColorTexture: "colorTexture",
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106 metallicFactor: "metallic",
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107 roughnessFactor: "roughness",
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108 metallicRoughnessTexture: "metallicRoughnessTexture",
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109 normalTexture: "normalTexture",
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110 occlusionTexture: "occlusionTexture",
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111 emissiveTexture: "emissiveTexture",
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112 emissiveFactor: "emissive",
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113 )
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114 )
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115 var descriptors = asDescriptorSet(
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116 MainDescriptors(
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117 camera: asGPUValue(Camera(
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118 view: Unit4,
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119 normal: Unit4,
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120 projection: Unit4,
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121 ), UniformBufferMapped)
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122 )
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123 )
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124 for i in 0 ..< gltfData.materials.len:
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125 descriptors.data.materials[i] = asGPUValue(gltfData.materials[i], UniformBuffer)
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126 for mesh in mitems(gltfData.meshes):
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127 for primitive in mitems(mesh):
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128 primitive[0].color = asGPUArray(newSeqWith(primitive[0].position.data.len, vec4(1, 1, 1, 1)), VertexBuffer)
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129 renderdata.assignBuffers(primitive[0])
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130 renderdata.assignBuffers(descriptors)
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131
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132 var pipeline = createPipeline[Shader](renderPass = vulkan.swapchain.renderPass, cullMode=[])
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133 initDescriptorSet(renderdata, pipeline.descriptorSetLayouts[0], descriptors)
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134
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135 renderdata.flushAllMemory()
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136
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137 proc drawNode(commandbuffer: VkCommandBuffer, pipeline: Pipeline, nodeId: int, transform: Mat4) =
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138 let nodeTransform = gltfData.nodes[nodeId].transform * transform
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139 if gltfData.nodes[nodeId].mesh >= 0:
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140 for primitive in gltfData.meshes[gltfData.nodes[nodeId].mesh]:
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141 renderWithPushConstant(
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142 commandbuffer = commandbuffer,
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143 pipeline = pipeline,
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144 mesh = primitive[0],
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145 pushConstant = ObjectData(transform: nodeTransform, materialId: primitive[0].material)
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146 )
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147 for childNode in gltfData.nodes[nodeId].children:
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148 drawNode(commandbuffer = commandbuffer, pipeline = pipeline, nodeId = childNode, transform = nodeTransform)
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149
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150 var camPos: Vec3f
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151 var camYaw: float32
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152 var camPitch: float32
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153
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154 discard updateInputs() # clear inputs, otherwise MouseMove will have stuff
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155
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156 var start = getMonoTime()
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157 var lastT = getMonoTime()
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158 while ((getMonoTime() - start).inMilliseconds().int / 1000) < time and updateInputs():
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159 let dt = ((getMonoTime() - lastT).inNanoseconds().int / 1_000_000_000).float32
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160 lastT = getMonoTime()
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161
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162 camYaw -= mouseMove().x / 1000
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163 camPitch -= mouseMove().y / 1000
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164 var
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sam <sam@basx.dev>
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165 forward = 0'f32
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166 sideward = 0'f32
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167 if keyIsDown(W): forward += 2
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168 if keyIsDown(S): forward -= 2
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169 if keyIsDown(A): sideward -= 2
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170 if keyIsDown(D): sideward += 2
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171
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172 let camDir = (rotate(camYaw, Y) * rotate(camPitch, X)) * Z
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173 let camDirSide = camDir.cross(-Y).normalized
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174 camPos += camDir * forward * dt
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175 camPos += camDirSide * sideward * dt
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176
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177 let view = rotate(-camPitch, X) * rotate(-camYaw, Y) * translate(-camPos)
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178 descriptors.data.camera.data.view = view
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179 descriptors.data.camera.data.normal = view
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180 descriptors.data.camera.data.projection = projection(PI / 2, aspect = getAspectRatio(), zNear = 0.01, zFar = 20)
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181
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182 updateGPUBuffer(descriptors.data.camera)
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183
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184 withNextFrame(framebuffer, commandbuffer):
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185
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186 withRenderPass(vulkan.swapchain.renderPass, framebuffer, commandbuffer, vulkan.swapchain.width, vulkan.swapchain.height, vec4(0, 0, 0, 0)):
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187
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188 withPipeline(commandbuffer, pipeline):
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189 withBind(commandbuffer, (descriptors, ), pipeline):
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190 for nodeId in gltfData.scenes[0]:
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191 drawNode(
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sam <sam@basx.dev>
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192 commandbuffer = commandbuffer,
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sam <sam@basx.dev>
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193 pipeline = pipeline,
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194 nodeId = nodeId,
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195 transform = rotate(PI / 2, Z)
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196 )
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197
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198 # cleanup
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199 checkVkResult vkDeviceWaitIdle(vulkan.device)
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200 destroyPipeline(pipeline)
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201 destroyRenderData(renderdata)
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202
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203 when isMainModule:
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204 var time = 1000'f32
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205 initVulkan()
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206
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207 var renderpass = createDirectPresentationRenderPass(depthBuffer = true, samples = VK_SAMPLE_COUNT_4_BIT)
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sam <sam@basx.dev>
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208 setupSwapchain(renderpass = renderpass)
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209 lockMouse(true)
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210 showSystemCursor(false)
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211
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212 # tests a simple triangle with minimalistic shader and vertex format
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213 test_gltf(time)
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214
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215 checkVkResult vkDeviceWaitIdle(vulkan.device)
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216 vkDestroyRenderPass(vulkan.device, renderpass.vk, nil)
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217 clearSwapchain()
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218
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219 destroyVulkan()