annotate tests/test_vulkan_wrapper.nim @ 201:ab626e67a1ee

add: support for arrays of samplers
author Sam <sam@basx.dev>
date Mon, 08 May 2023 00:38:05 +0700
parents 659992f14dd6
children 744285b47a4d
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1 import std/options
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2
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3 import semicongine
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4
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5 proc diagnostics(instance: Instance) =
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6 # diagnostic output
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7 # print basic driver infos
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8 echo "Layers"
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9 for layer in getLayers():
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10 echo " " & layer
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11 echo "Instance extensions"
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12 for extension in getInstanceExtensions():
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13 echo " " & extension
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14
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15 echo "Devices"
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16 for device in instance.getPhysicalDevices():
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17 echo " " & $device
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18 echo " Rating: " & $device.rateGraphics()
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19 echo " Extensions"
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20 for extension in device.getExtensions():
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21 echo " " & $extension
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22 echo " Properties"
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23 echo " " & $device.properties
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24 echo " Features"
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25 echo " " & $device.features
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26 echo " Queue families"
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27 for queueFamily in device.getQueueFamilies():
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28 echo " " & $queueFamily
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29 echo " Surface present modes"
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30 for mode in device.getSurfacePresentModes():
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31 echo " " & $mode
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32 echo " Surface formats"
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33 for format in device.getSurfaceFormats():
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34 echo " " & $format
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35
128
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36 proc scene_different_mesh_types(): Entity =
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37 result = newEntity("root",
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38 newEntity("triangle1", newMesh(
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39 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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40 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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41 )),
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42 newEntity("triangle1b", newMesh(
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43 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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44 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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45 )),
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46 newEntity("triangle2a", newMesh(
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47 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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48 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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49 indices=[[0'u16, 2'u16, 1'u16]]
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50 )),
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51 newEntity("triangle2b", newMesh(
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52 positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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53 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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54 indices=[[0'u16, 2'u16, 1'u16]]
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55 )),
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56 newEntity("triangle3a", newMesh(
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57 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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58 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)],
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59 indices=[[0'u32, 2'u32, 1'u32]],
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60 autoResize=false
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61 )),
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62 newEntity("triangle3b", newMesh(
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63 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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64 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)],
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65 indices=[[0'u32, 2'u32, 1'u32]],
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66 autoResize=false
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67 )),
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68 )
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69 for mesh in allComponentsOfType[Mesh](result):
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70 mesh.setInstanceData("translate", @[newVec3f()])
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71
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72 proc scene_simple(): Entity =
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73 var mymesh1 = newMesh(
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74 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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75 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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76 )
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77 var mymesh2 = newMesh(
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78 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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79 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)],
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80 )
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81 var mymesh3 = newMesh(
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82 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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83 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)],
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84 indices=[[0'u32, 1'u32, 2'u32]],
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85 autoResize=false
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86 )
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87 var mymesh4 = newMesh(
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88 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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89 colors=[newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0)],
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90 indices=[[0'u16, 1'u16, 2'u16]],
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91 instanceCount=2
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92 )
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93 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)])
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94 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)])
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95 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)])
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96 mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)])
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97 result = newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1))
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98
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99 proc scene_primitives(): Entity =
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100 var r = rect(color="ff0000")
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101 var t = tri(color="0000ff")
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102 var c = circle(color="00ff00")
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103 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)])
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104 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)])
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105 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)])
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106 result = newEntity("root", t, r, c)
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107
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108 proc scene_flag(): Entity =
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109 var r = rect(color="ff0000")
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110 r.updateMeshData("color", @[newVec3f(0, 0), newVec3f(1, 0), newVec3f(1, 1), newVec3f(0, 1)])
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111 result = newEntity("root", r)
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112
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113 proc main() =
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114 var engine = initEngine("Test")
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115
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116 # INIT RENDERER:
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117 const
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118 vertexInput = @[
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119 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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120 attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite),
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121 attr[Vec3f]("translate", perInstance=true)
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122 ]
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123 vertexOutput = @[attr[Vec3f]("outcolor")]
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124 uniforms = @[attr[float32]("time")]
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125 samplers = @[attr[Sampler2DType]("my_little_texture")]
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126 fragOutput = @[attr[Vec4f]("color")]
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127 vertexCode = compileGlslShader(
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128 stage=VK_SHADER_STAGE_VERTEX_BIT,
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129 inputs=vertexInput,
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130 uniforms=uniforms,
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131 samplers=samplers,
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132 outputs=vertexOutput,
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133 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;"""
123
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134 )
124
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135 fragmentCode = compileGlslShader(
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136 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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137 inputs=vertexOutput,
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138 uniforms=uniforms,
191
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139 samplers=samplers,
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140 outputs=fragOutput,
191
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141 main="color = texture(my_little_texture, outcolor.xy) * 0.5 + vec4(outcolor, 1) * 0.5;"
124
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142 )
135
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143 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)
131
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144 engine.setRenderer(renderPass)
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145
129
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146 # INIT SCENES
189
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147 var scenes = [
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148 newScene("simple", scene_simple()),
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149 newScene("different mesh types", scene_different_mesh_types()),
192
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150 newScene("primitives", scene_primitives()),
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151 newScene("flag", scene_flag()),
189
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152 ]
128
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153 for scene in scenes.mitems:
189
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154 scene.addShaderGlobal("time", 0.0'f32)
192
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155 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
191
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156 scene.addTexture("my_little_texture", TextureImage(width: 5, height: 5, imagedata: @[
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157 R, R, R, R, R,
192
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158 R, R, W, R, R,
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159 R, W, W, W, R,
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160 R, R, W, R, R,
191
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161 R, R, R, R, R,
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162 ]))
129
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163 engine.addScene(scene, vertexInput)
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164
115
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165 # MAINLOOP
111
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166 echo "Setup successfull, start rendering"
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167 for i in 0 ..< 3:
189
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168 for scene in scenes.mitems:
128
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169 for i in 0 ..< 1000:
146
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170 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
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171 engine.destroy()
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172 return
190
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173 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f)
131
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174 engine.renderScene(scene)
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175 echo "Rendered ", engine.framesRendered, " frames"
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176 echo "Processed ", engine.eventsProcessed, " events"
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056e08dfad10 yay: first triangle rendering with new engine implmentation
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177
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178 # cleanup
96
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179 echo "Start cleanup"
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180 engine.destroy()
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181
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182 when isMainModule:
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183 main()