Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 365:a6bcee717532
add: mesh name to drawable
author | Sam <sam@basx.dev> |
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date | Wed, 04 Oct 2023 22:02:23 +0700 |
parents | 61c5d5fe9d93 |
children | 51ee41c1d8ed |
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 textures: { |
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17 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ |
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18 R, R, R, R, R, |
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19 R, R, W, R, R, |
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20 R, W, W, W, R, |
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21 R, R, W, R, R, |
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22 R, R, R, R, R, |
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23 ]), sampler: sampler) |
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24 }.toTable |
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25 ) |
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26 mat2 = Material( |
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27 name: "mat2", |
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28 textures: { |
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29 "my_little_texture": Texture(image: Image(width: 5, height: 5, imagedata: @[ |
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30 R, W, R, W, R, |
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31 W, R, W, R, W, |
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32 R, W, R, W, R, |
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33 W, R, W, R, W, |
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34 R, W, R, W, R, |
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35 ]), sampler: sampler) |
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36 }.toTable |
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37 ) |
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38 mat3 = Material( |
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39 name: "mat3", |
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40 constants: { |
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41 "color": toGPUValue(@[newVec4f(0, 1, 0, 1)]) |
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42 }.toTable |
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43 ) |
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44 |
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45 proc scene_different_mesh_types(): seq[Mesh] = |
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46 @[ |
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47 newMesh( |
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48 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
211 | 49 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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50 material=mat, |
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51 transform=translate(-0.7, -0.5), |
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52 ), |
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53 newMesh( |
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54 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
211 | 55 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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56 material=mat, |
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57 transform=translate(0, -0.5), |
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58 ), |
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59 newMesh( |
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60 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
211 | 61 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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62 indices=[[0'u16, 2'u16, 1'u16]], |
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63 material=mat2, |
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64 transform=translate(0.7, -0.5), |
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65 ), |
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66 newMesh( |
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67 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], |
211 | 68 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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69 indices=[[0'u16, 2'u16, 1'u16]], |
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70 material=mat2, |
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71 transform=translate(-0.7, 0.5), |
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72 ), |
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73 newMesh( |
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74 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 75 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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76 indices=[[0'u32, 2'u32, 1'u32]], |
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77 autoResize=false, |
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78 material=mat2, |
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79 transform=translate(0, 0.5), |
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80 ), |
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81 newMesh( |
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82 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
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83 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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84 indices=[[0'u32, 2'u32, 1'u32]], |
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85 autoResize=false, |
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86 material=mat2, |
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87 transform=translate(0.7, 0.5), |
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88 ), |
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89 ] |
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90 |
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91 proc scene_simple(): seq[Mesh] = |
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92 @[ |
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93 newMesh( |
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94 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
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95 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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96 material=mat, |
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97 transform=translate(0.4, 0.4), |
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98 ), |
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99 newMesh( |
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100 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
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101 colors=[newVec4f(1.0, 0.0, 0.0, 1), newVec4f(0.0, 1.0, 0.0, 1), newVec4f(0.0, 0.0, 1.0, 1)], |
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102 material=mat, |
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103 transform=translate(0.4, -0.4), |
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104 ), |
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105 newMesh( |
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106 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
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107 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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108 indices=[[0'u32, 1'u32, 2'u32]], |
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109 autoResize=false, |
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110 material=mat, |
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111 transform=translate(-0.4, 0.4), |
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112 ), |
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113 newMesh( |
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114 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
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115 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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116 indices=[[0'u16, 1'u16, 2'u16]], |
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117 instanceTransforms=[Unit4F32, Unit4F32], |
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118 material=mat, |
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119 transform=translate(-0.4, -0.4), |
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120 ) |
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121 ] |
124
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122 |
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123 proc scene_primitives(): seq[Mesh] = |
125 | 124 var r = rect(color="ff0000") |
125 var t = tri(color="0000ff") | |
126 var c = circle(color="00ff00") | |
353 | 127 r.materials = @[mat] |
128 t.materials = @[mat] | |
129 c.materials = @[mat] | |
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130 r.transform = translate(newVec3f(0.5, -0.3)) |
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131 t.transform = translate(newVec3f(0.3, 0.3)) |
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132 c.transform = translate(newVec3f(-0.3, 0.1)) |
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133 result = @[r, c, t] |
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134 |
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135 proc scene_flag(): seq[Mesh] = |
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136 @[ |
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137 newMesh( |
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138 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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139 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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140 indices=[[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]], |
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141 material=mat, |
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142 transform=scale(0.5, 0.5) |
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143 ) |
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144 ] |
192
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145 |
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146 proc scene_multi_material(): seq[Mesh] = |
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147 var |
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148 r1 = rect(color="ffffff") |
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149 r2 = rect(color="000000") |
353 | 150 r1.materials = @[mat] |
151 r2.materials = @[mat3] | |
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152 r1.transform = translate(newVec3f(-0.5)) |
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153 r2.transform = translate(newVec3f(+0.5)) |
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154 result = @[r1, r2] |
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155 |
129
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156 proc main() = |
127 | 157 var engine = initEngine("Test") |
124
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158 |
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159 # INIT RENDERER: |
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160 const |
324
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161 shaderConfiguration1 = createShaderConfiguration( |
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162 inputs=[ |
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163 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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164 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
326
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165 attr[Mat4]("transform", perInstance=true), |
321
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166 ], |
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167 intermediates=[ |
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168 attr[Vec4f]("outcolor"), |
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169 ], |
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170 outputs=[attr[Vec4f]("color")], |
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171 samplers=[ |
334
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172 attr[Texture]("my_little_texture") |
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173 ], |
330
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174 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", |
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175 fragmentCode="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;", |
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176 ) |
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177 shaderConfiguration2 = createShaderConfiguration( |
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178 inputs=[ |
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179 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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180 attr[Mat4]("transform", perInstance=true), |
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181 ], |
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182 intermediates=[attr[Vec4f]("outcolor")], |
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183 outputs=[attr[Vec4f]("color")], |
330
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184 uniforms=[attr[Vec4f]("color", arrayCount=1)], |
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185 vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""", |
327
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186 fragmentCode="color = outcolor;", |
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187 ) |
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188 engine.initRenderer({ |
330
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189 "mat": shaderConfiguration1, |
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190 "mat2": shaderConfiguration1, |
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191 "mat3": shaderConfiguration2, |
344 | 192 }) |
124
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193 |
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194 # INIT SCENES |
189
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195 var scenes = [ |
328 | 196 Scene(name: "simple", meshes: scene_simple()), |
197 Scene(name: "different mesh types", meshes: scene_different_mesh_types()), | |
198 Scene(name: "primitives", meshes: scene_primitives()), | |
199 Scene(name: "flag", meshes: scene_flag()), | |
326
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200 Scene(name: "multimaterial", meshes: scene_multi_material()), |
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201 ] |
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202 |
128
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203 for scene in scenes.mitems: |
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204 engine.addScene(scene) |
109 | 205 |
115 | 206 # MAINLOOP |
111
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207 echo "Setup successfull, start rendering" |
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208 for i in 0 ..< 3: |
189
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209 for scene in scenes.mitems: |
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210 echo "rendering scene ", scene.name |
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211 for i in 0 ..< 1000: |
146 | 212 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
129
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213 engine.destroy() |
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214 return |
131
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215 engine.renderScene(scene) |
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216 echo "Rendered ", engine.framesRendered, " frames" |
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217 echo "Processed ", engine.eventsProcessed, " events" |
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218 |
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219 # cleanup |
96 | 220 echo "Start cleanup" |
127 | 221 engine.destroy() |
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222 |
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223 when isMainModule: |
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224 main() |