Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 324:cbfe96272205
add: first complete working version of multiple materials and shaders per scene, yipie :)
author | Sam <sam@basx.dev> |
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date | Sat, 19 Aug 2023 23:30:25 +0700 |
parents | 9defff46da48 |
children | 0c3f4f6f1aa2 |
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(0.5, 0.5, 0)) |
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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(): Entity = |
302 | 49 result = newEntity("root", [], |
50 newEntity("triangle1", {"mesh": Component(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, |
302 | 54 ))}), |
55 newEntity("triangle1b", {"mesh": Component(newMesh( | |
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56 positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], |
211 | 57 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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58 material=mat, |
302 | 59 ))}), |
60 newEntity("triangle2a", {"mesh": Component(newMesh( | |
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61 positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], |
211 | 62 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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63 indices=[[0'u16, 2'u16, 1'u16]], |
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64 material=mat2, |
302 | 65 ))}), |
66 newEntity("triangle2b", {"mesh": Component(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, |
302 | 71 ))}), |
72 newEntity("triangle3a", {"mesh": Component(newMesh( | |
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73 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 74 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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75 indices=[[0'u32, 2'u32, 1'u32]], |
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76 autoResize=false, |
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77 material=mat2, |
302 | 78 ))}), |
79 newEntity("triangle3b", {"mesh": Component(newMesh( | |
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80 positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], |
211 | 81 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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82 indices=[[0'u32, 2'u32, 1'u32]], |
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83 autoResize=false, |
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84 material=mat2, |
302 | 85 ))}), |
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86 ) |
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87 for mesh in allComponentsOfType[Mesh](result): |
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88 mesh.setInstanceData("translate", @[newVec3f()]) |
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89 result[0]["mesh", Mesh()].updateInstanceData("translate", @[newVec3f(-0.6, -0.6)]) |
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90 result[1]["mesh", Mesh()].updateInstanceData("translate", @[newVec3f(-0.6, 0.6)]) |
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91 result[2]["mesh", Mesh()].updateInstanceData("translate", @[newVec3f(0.6, -0.6)]) |
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92 result[3]["mesh", Mesh()].updateInstanceData("translate", @[newVec3f(0.6, 0.6)]) |
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93 |
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94 proc scene_simple(): Entity = |
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95 var mymesh1 = newMesh( |
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96 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], |
211 | 97 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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98 material=mat, |
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99 ) |
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100 var mymesh2 = newMesh( |
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101 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
211 | 102 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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103 material=mat, |
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104 ) |
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105 var mymesh3 = newMesh( |
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106 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
211 | 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 ) |
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112 var mymesh4 = newMesh( |
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113 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], |
211 | 114 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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115 indices=[[0'u16, 1'u16, 2'u16]], |
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116 instanceCount=2, |
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117 material=mat, |
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118 ) |
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119 mymesh1.setInstanceData("translate", @[newVec3f( 0.4, 0.4)]) |
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120 mymesh2.setInstanceData("translate", @[newVec3f( 0.4, -0.4)]) |
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121 mymesh3.setInstanceData("translate", @[newVec3f(-0.4, -0.4)]) |
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122 mymesh4.setInstanceData("translate", @[newVec3f(-0.4, 0.4), newVec3f(0.0, 0.0)]) |
302 | 123 result = newEntity("root", [], newEntity("triangle", {"mesh1": Component(mymesh4), "mesh2": Component(mymesh3), "mesh3": Component(mymesh2), "mesh4": Component(mymesh1)})) |
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124 |
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125 proc scene_primitives(): Entity = |
125 | 126 var r = rect(color="ff0000") |
127 var t = tri(color="0000ff") | |
128 var c = circle(color="00ff00") | |
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129 r.material = mat |
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130 t.material = mat |
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131 c.material = mat |
226 | 132 |
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133 r.setInstanceData("translate", @[newVec3f(0.5, -0.3)]) |
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134 t.setInstanceData("translate", @[newVec3f(0.3, 0.3)]) |
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135 c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)]) |
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136 result = newEntity("root", {"mesh1": Component(t), "mesh2": Component(r), "mesh3": Component(c)}) |
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137 |
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138 proc scene_flag(): Entity = |
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139 var r = rect(color="ffffff") |
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140 r.material = mat |
302 | 141 result = newEntity("root", {"mesh": Component(r)}) |
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142 |
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143 proc scene_multi_material(): Entity = |
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144 var |
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145 r1 = rect(color="ffffff") |
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146 r2 = rect(color="000000") |
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147 r1.material = mat |
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148 r2.material = mat3 |
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149 r1.setInstanceData("translate", @[newVec3f(-0.5)]) |
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150 r2.setInstanceData("translate", @[newVec3f(+0.5)]) |
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151 result = newEntity("root", {"mesh1": Component(r1), "mesh2": Component(r2)}) |
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152 |
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153 proc main() = |
127 | 154 var engine = initEngine("Test") |
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155 |
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156 # INIT RENDERER: |
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157 const |
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158 shaderConfiguration1 = createShaderConfiguration( |
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159 inputs=[ |
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160 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
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161 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
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162 attr[Vec3f]("translate", perInstance=true), |
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163 attr[uint16]("materialIndex", perInstance=true), |
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164 ], |
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165 intermediates=[ |
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166 attr[Vec4f]("outcolor"), |
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167 attr[uint16]("materialIndexOut", noInterpolation=true), |
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168 ], |
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169 outputs=[attr[Vec4f]("color")], |
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170 uniforms=[attr[float32]("time")], |
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171 samplers=[ |
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172 attr[Sampler2DType]("my_little_texture", arrayCount=2) |
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173 ], |
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174 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = color; materialIndexOut = materialIndex;""", |
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175 fragmentCode="color = texture(my_little_texture[materialIndexOut], 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[Vec3f]("translate", 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")], |
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184 uniforms=[attr[Vec4f]("color")], |
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185 vertexCode="""gl_Position = vec4(position + translate, 1.0); outcolor = Uniforms.color;""", |
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186 fragmentCode="color = outcolor;", |
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187 ) |
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188 engine.initRenderer({ |
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189 "my_material": shaderConfiguration1, |
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190 "my_special_material": shaderConfiguration2, |
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191 }.toTable) |
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192 |
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193 # INIT SCENES |
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194 var scenes = [ |
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195 newScene("simple", scene_simple(), transformAttribute=""), |
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196 newScene("different mesh types", scene_different_mesh_types(), transformAttribute=""), |
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197 newScene("primitives", scene_primitives(), transformAttribute=""), |
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198 newScene("flag", scene_multi_material(), transformAttribute=""), |
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199 ] |
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200 |
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201 for scene in scenes.mitems: |
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202 scene.addShaderGlobal("time", 0.0'f32) |
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203 engine.addScene(scene) |
109 | 204 |
115 | 205 # MAINLOOP |
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206 echo "Setup successfull, start rendering" |
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207 for i in 0 ..< 3: |
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208 for scene in scenes.mitems: |
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209 for i in 0 ..< 1000: |
146 | 210 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
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211 engine.destroy() |
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212 return |
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213 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) |
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214 engine.renderScene(scene) |
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215 echo "Rendered ", engine.framesRendered, " frames" |
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216 echo "Processed ", engine.eventsProcessed, " events" |
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217 |
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218 # cleanup |
96 | 219 echo "Start cleanup" |
127 | 220 engine.destroy() |
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221 |
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222 when isMainModule: |
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223 main() |