annotate tests/test_vulkan_wrapper.nim @ 1088:ac3025fcc324

fix: tests
author sam <sam@basx.dev>
date Sat, 06 Apr 2024 15:27:09 +0700
parents 91e018270832
children 73b572f82a1f
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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
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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 = SINGLE_TEXTURE_MATERIAL.initMaterialData(
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15 name = "mat",
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16 attributes = {
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17 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](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 Mat2Type = MaterialType(
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27 name: "single texture material 2",
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28 vertexAttributes: {
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29 "position": Vec3F32,
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30 "uv": Vec2F32,
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31 }.toTable,
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32 attributes: {"baseTexture": TextureType}.toTable
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33 )
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34 mat2 = Mat2Type.initMaterialData(
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35 name = "mat2",
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36 attributes = {
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37 "baseTexture": initDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
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38 R, W, R, W, R,
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39 W, R, W, R, W,
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40 R, W, R, W, R,
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41 W, R, W, R, W,
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42 R, W, R, W, R,
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43 ]), sampler: sampler)])
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44 }.toTable
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45 )
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46 mat3 = SINGLE_COLOR_MATERIAL.initMaterialData(
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47 name = "mat3",
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48 attributes = {
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49 "color": initDataList(@[newVec4f(0, 1, 0, 1)])
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50 }.toTable
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51 )
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52
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53 proc scene_different_mesh_types(): seq[Mesh] =
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54 @[
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55 newMesh(
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56 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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57 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 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,
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60 transform = translate(-0.7, -0.5),
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61 ),
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62 newMesh(
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63 positions = [newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)],
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64 uvs = [newVec2f(0.0, -0.4), newVec2f(0.4, 0.4), newVec2f(-0.4, 0.5)],
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65 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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66 material = mat,
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67 transform = translate(0, -0.5),
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68 ),
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69 newMesh(
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70 positions = [newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)],
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71 uvs = [newVec2f(0.0, 0.5), newVec2f(0.5, -0.5), newVec2f(-0.5, -0.5)],
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72 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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73 indices = [[0'u16, 2'u16, 1'u16]],
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74 material = mat2,
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75 transform = translate(0.7, -0.5),
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76 ),
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77 newMesh(
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78 positions = [newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)],
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79 uvs = [newVec2f(0.0, 0.4), newVec2f(0.4, -0.4), newVec2f(-0.4, -0.4)],
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80 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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81 indices = [[0'u16, 2'u16, 1'u16]],
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82 material = mat2,
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83 transform = translate(-0.7, 0.5),
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84 ),
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85 newMesh(
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86 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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87 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
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88 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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89 indices = [[0'u32, 2'u32, 1'u32]],
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90 autoResize = false,
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91 material = mat2,
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92 transform = translate(0, 0.5),
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93 ),
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94 newMesh(
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95 positions = [newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)],
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96 uvs = [newVec2f(0.4, 0.5), newVec2f(0.9, -0.3), newVec2f(0.0, -0.3)],
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97 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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98 indices = [[0'u32, 2'u32, 1'u32]],
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99 autoResize = false,
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100 material = mat2,
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101 transform = translate(0.7, 0.5),
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102 ),
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103 ]
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104
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105 proc scene_simple(): seq[Mesh] =
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106 @[
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107 newMesh(
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108 positions = [newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)],
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109 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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110 uvs = [newVec2f(0.0, -0.3), newVec2f(0.3, 0.3), newVec2f(-0.3, 0.3)],
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111 material = mat,
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112 transform = translate(0.4, 0.4),
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113 ),
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114 newMesh(
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115 positions = [newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)],
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116 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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117 uvs = [newVec2f(0.0, -0.5), newVec2f(0.5, 0.5), newVec2f(-0.5, 0.5)],
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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 newMesh(
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122 positions = [newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)],
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123 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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124 uvs = [newVec2f(0.0, -0.6), newVec2f(0.6, 0.6), newVec2f(-0.6, 0.6)],
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125 indices = [[0'u32, 1'u32, 2'u32]],
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126 autoResize = false,
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127 material = mat,
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128 transform = translate(-0.4, 0.4),
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129 ),
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130 newMesh(
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131 positions = [newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)],
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132 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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133 uvs = [newVec2f(0.0, -0.8), newVec2f(0.8, 0.8), newVec2f(-0.8, 0.8)],
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134 indices = [[0'u16, 1'u16, 2'u16]],
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135 instanceTransforms = [Unit4F32, Unit4F32],
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136 material = mat,
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137 transform = translate(-0.4, -0.4),
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138 )
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139 ]
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140
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141 proc scene_primitives(): seq[Mesh] =
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142 var r = rect(color = "ff0000")
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143 var t = tri(color = "0000ff")
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144 var c = circle(color = "00ff00")
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145 r.material = mat
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146 t.material = mat
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147 c.material = mat
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148 r.transform = translate(newVec3f(0.5, -0.3))
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149 t.transform = translate(newVec3f(0.3, 0.3))
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150 c.transform = translate(newVec3f(-0.3, 0.1))
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151 result = @[r, c, t]
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152
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153 proc scene_flag(): seq[Mesh] =
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154 @[
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155 newMesh(
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156 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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157 uvs = [newVec2f(-1.0, -1.0), newVec2f(1.0, -1.0), newVec2f(1.0, 1.0), newVec2f(-1.0, 1.0)],
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158 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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159 indices = [[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
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160 material = mat,
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161 transform = scale(0.5, 0.5)
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162 )
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163 ]
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164
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165 proc scene_multi_material(): seq[Mesh] =
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166 var
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167 r1 = rect(color = "ffffff")
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168 r2 = rect(color = "000000")
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169 r1.material = mat
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170 r2.material = mat3
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171 r1.transform = translate(newVec3f(-0.5))
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172 r2.transform = translate(newVec3f(+0.5))
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173 result = @[r1, r2]
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174
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175 proc main() =
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176 var engine = initEngine("Test")
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177
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178 # INIT RENDERER:
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179 const
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180 shaderConfiguration1 = createShaderConfiguration(
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181 inputs = [
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182 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
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183 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite),
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184 attr[Mat4]("transform", perInstance = true),
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185 ],
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186 intermediates = [
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187 attr[Vec4f]("outcolor"),
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188 ],
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189 outputs = [attr[Vec4f]("color")],
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190 samplers = [
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191 attr[Texture]("baseTexture")
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192 ],
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193 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
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194 fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;",
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195 )
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196 shaderConfiguration2 = createShaderConfiguration(
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197 inputs = [
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198 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
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199 attr[Mat4]("transform", perInstance = true),
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200 ],
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201 intermediates = [attr[Vec4f]("outcolor")],
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202 outputs = [attr[Vec4f]("color")],
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203 uniforms = [attr[Vec4f]("color", arrayCount = 1)],
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204 vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""",
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205 fragmentCode = "color = outcolor;",
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206 )
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207 engine.initRenderer({
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208 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1,
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209 SINGLE_TEXTURE_MATERIAL: shaderConfiguration1,
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210 Mat2Type: shaderConfiguration1,
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211 SINGLE_COLOR_MATERIAL: shaderConfiguration2,
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212 })
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213
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214 # INIT SCENES
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215 var scenes = [
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216 Scene(name: "simple", meshes: scene_simple()),
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217 Scene(name: "different mesh types", meshes: scene_different_mesh_types()),
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218 Scene(name: "primitives", meshes: scene_primitives()),
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219 Scene(name: "flag", meshes: scene_flag()),
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220 Scene(name: "multimaterial", meshes: scene_multi_material()),
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221 ]
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222
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223 for scene in scenes.mitems:
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224 engine.loadScene(scene)
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225
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226 # MAINLOOP
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227 echo "Setup successfull, start rendering"
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228 for i in 0 ..< 3:
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229 for scene in scenes.mitems:
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230 echo "rendering scene ", scene.name
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231 for i in 0 ..< 1000:
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232 if engine.updateInputs() != Running or engine.keyIsDown(Escape):
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233 engine.destroy()
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234 return
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235 engine.renderScene(scene)
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236
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237 # cleanup
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238 echo "Start cleanup"
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239 engine.destroy()
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240
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241 when isMainModule:
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242 main()