annotate semicongine/engine.nim @ 1072:d967f9029695

add: some more debug log
author sam <sam@basx.dev>
date Tue, 02 Apr 2024 23:06:39 +0700
parents 86b9721dfc09
children 7fb8f62a9ea5
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1 import std/algorithm
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2 import std/monotimes
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3 import std/options
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4 import std/strformat
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5 import std/sequtils
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6 import std/logging
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7 import std/os
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8
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9 import ./platform/window
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10
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11 import ./core
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12 import ./vulkan/instance
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13 import ./vulkan/device
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14 import ./vulkan/physicaldevice
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15 import ./vulkan/shader
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16
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17 import ./scene
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18 import ./material
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19 import ./renderer
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20 import ./events
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21 import ./audio
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22 import ./text
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23 import ./panel
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24
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25 const COUNT_N_RENDERTIMES = 199
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26
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27 type
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28 EngineState* = enum
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29 Starting
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30 Running
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31 Shutdown
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32 Input = object
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33 keyIsDown: set[Key]
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34 keyWasPressed: set[Key]
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35 keyWasReleased: set[Key]
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36 mouseIsDown: set[MouseButton]
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37 mouseWasPressed: set[MouseButton]
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38 mouseWasReleased: set[MouseButton]
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39 mousePosition: Vec2f
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40 mouseMove: Vec2f
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41 eventsProcessed: uint64
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42 windowWasResized: bool
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43 mouseWheel: float32
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44 Engine* = object
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45 applicationName: string
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46 debug: bool
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47 showFps: bool
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48 state*: EngineState
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49 device: Device
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50 debugger: Debugger
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51 instance: Instance
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52 window: NativeWindow
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53 renderer: Option[Renderer]
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54 input: Input
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55 exitHandler: proc(engine: var Engine)
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56 resizeHandler: proc(engine: var Engine)
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57 eventHandler: proc(engine: var Engine, event: Event)
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58 fullscreen: bool
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59 lastNRenderTimes: array[COUNT_N_RENDERTIMES, int64]
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60 currentRenderTimeI: int = 0
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61
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62 # forward declarations
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63 func getAspectRatio*(engine: Engine): float32
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64
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65 proc destroy*(engine: var Engine) =
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66 checkVkResult engine.device.vk.vkDeviceWaitIdle()
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67 if engine.renderer.isSome:
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68 engine.renderer.get.destroy()
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69 engine.device.destroy()
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70 if engine.debugger.messenger.valid:
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71 engine.debugger.destroy()
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72 engine.window.destroy()
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73 engine.instance.destroy()
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74
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75
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76 proc initEngine*(
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77 applicationName: string,
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78 debug = DEBUG,
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79 showFps = DEBUG,
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80 exitHandler: proc(engine: var Engine) = nil,
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81 resizeHandler: proc(engine: var Engine) = nil,
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82 eventHandler: proc(engine: var Engine, event: Event) = nil,
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83 vulkanVersion = VK_MAKE_API_VERSION(0, 1, 3, 0),
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84 vulkanLayers: openArray[string] = [],
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85 ): Engine =
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86 echo "Set log level to ", ENGINE_LOGLEVEL
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87 setLogFilter(ENGINE_LOGLEVEL)
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88
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89 result.state = Starting
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90 result.exitHandler = exitHandler
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91 result.resizeHandler = resizeHandler
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92 result.eventHandler = eventHandler
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93 result.applicationName = applicationName
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94 result.debug = debug
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95 result.showFps = showFps
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96 result.window = createWindow(result.applicationName)
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97
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98 var
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99 layers = @vulkanLayers
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100 instanceExtensions: seq[string]
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101
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102 if result.debug:
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103 instanceExtensions.add "VK_EXT_debug_utils"
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104 layers.add "VK_LAYER_KHRONOS_validation"
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105 # This stuff might be usefull if we one day to smart GPU memory allocation,
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106 # but right now it just clobbers up the console log:
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107 # putEnv("VK_LAYER_ENABLES", "VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT")
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108 putEnv("VK_LAYER_ENABLES", "VALIDATION_CHECK_ENABLE_VENDOR_SPECIFIC_AMD,VALIDATION_CHECK_ENABLE_VENDOR_SPECIFIC_NVIDIA,VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXTVK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT,VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT")
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109
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110 result.instance = result.window.createInstance(
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111 vulkanVersion = vulkanVersion,
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112 instanceExtensions = instanceExtensions,
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113 layers = layers.deduplicate(),
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114 )
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115 if result.debug:
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116 result.debugger = result.instance.createDebugMessenger()
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117 # create devices
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118 let selectedPhysicalDevice = result.instance.getPhysicalDevices().filterBestGraphics()
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119 result.device = result.instance.createDevice(
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120 selectedPhysicalDevice,
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121 enabledExtensions = @[],
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122 selectedPhysicalDevice.filterForGraphicsPresentationQueues()
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123 )
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124 startMixerThread()
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125
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126 proc initRenderer*(
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127 engine: var Engine,
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128 shaders: openArray[(MaterialType, ShaderConfiguration)],
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129 clearColor = newVec4f(0, 0, 0, 0),
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130 backFaceCulling = true,
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131 vSync = false,
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132 inFlightFrames = 2,
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133 ) =
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134
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135 assert not engine.renderer.isSome
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136 var allShaders = @shaders
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137 if not shaders.mapIt(it[0]).contains(EMPTY_MATERIAL):
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138 allShaders.add (EMPTY_MATERIAL, EMPTY_SHADER)
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139 if not shaders.mapIt(it[0]).contains(PANEL_MATERIAL_TYPE):
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140 allShaders.add (PANEL_MATERIAL_TYPE, PANEL_SHADER)
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141 if not shaders.mapIt(it[0]).contains(TEXT_MATERIAL_TYPE):
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142 allShaders.add (TEXT_MATERIAL_TYPE, TEXT_SHADER)
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143 engine.renderer = some(engine.device.initRenderer(
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144 shaders = allShaders,
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145 clearColor = clearColor,
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146 backFaceCulling = backFaceCulling,
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147 vSync = vSync,
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148 inFlightFrames = inFlightFrames,
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149 ))
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150
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151 proc initRenderer*(engine: var Engine, clearColor = newVec4f(0, 0, 0, 0), vSync = false) =
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152 checkVkResult engine.device.vk.vkDeviceWaitIdle()
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153 engine.initRenderer(@[], clearColor, vSync = vSync)
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154 checkVkResult engine.device.vk.vkDeviceWaitIdle()
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155
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156 proc loadScene*(engine: var Engine, scene: var Scene) =
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157 debug &"start loading scene '{scene.name}'"
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158 assert engine.renderer.isSome
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159 assert not scene.loaded
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parents: 1061
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160 checkVkResult engine.device.vk.vkDeviceWaitIdle()
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161 scene.addShaderGlobal(ASPECT_RATIO_ATTRIBUTE, engine.getAspectRatio)
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162 engine.renderer.get.setupDrawableBuffers(scene)
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163 engine.renderer.get.updateMeshData(scene, forceAll = true)
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164 engine.renderer.get.updateUniformData(scene, forceAll = true)
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parents: 1061
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165 checkVkResult engine.device.vk.vkDeviceWaitIdle()
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166 debug &"done loading scene '{scene.name}'"
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167
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168 proc unloadScene*(engine: var Engine, scene: Scene) =
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169 debug &"unload scene '{scene.name}'"
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parents:
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170 engine.renderer.get.destroy(scene)
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parents:
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171
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172 proc renderScene*(engine: var Engine, scene: var Scene) =
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173 assert engine.state == Running
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parents:
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174 assert engine.renderer.isSome
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175 let t0 = getMonoTime()
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176
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177 engine.renderer.get.startNewFrame()
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178 scene.setShaderGlobal(ASPECT_RATIO_ATTRIBUTE, engine.getAspectRatio)
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179 engine.renderer.get.updateMeshData(scene)
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180 engine.renderer.get.updateUniformData(scene)
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181 engine.renderer.get.render(scene)
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182
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183 if engine.showFps:
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parents: 1058
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184 let nanoSecs = getMonoTime().ticks - t0.ticks
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parents: 1058
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185 engine.lastNRenderTimes[engine.currentRenderTimeI] = nanoSecs
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parents: 1058
diff changeset
186 inc engine.currentRenderTimeI
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sam <sam@basx.dev>
parents: 1058
diff changeset
187 if engine.currentRenderTimeI >= engine.lastNRenderTimes.len:
9c364af8d3f0 did: tons of small improvments, on the way to make GPU sync (more) correct I guess
sam <sam@basx.dev>
parents: 1058
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188 engine.currentRenderTimeI = 0
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sam <sam@basx.dev>
parents: 1058
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189 engine.lastNRenderTimes.sort
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sam <sam@basx.dev>
parents: 1058
diff changeset
190 let
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sam <sam@basx.dev>
parents: 1058
diff changeset
191 min = float(engine.lastNRenderTimes[0]) / 1_000_000
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parents: 1058
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192 median = float(engine.lastNRenderTimes[engine.lastNRenderTimes.len div 2]) / 1_000_000
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sam <sam@basx.dev>
parents: 1058
diff changeset
193 max = float(engine.lastNRenderTimes[^1]) / 1_000_000
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parents: 1058
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194 engine.window.setTitle(&"{engine.applicationName} ({min:.2}, {median:.2}, {max:.2})")
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195
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196
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Sam <sam@basx.dev>
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197 proc updateInputs*(engine: var Engine): EngineState =
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198 assert engine.state in [Starting, Running]
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199
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200 # reset input states
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201 engine.input.keyWasPressed = {}
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202 engine.input.keyWasReleased = {}
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203 engine.input.mouseWasPressed = {}
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204 engine.input.mouseWasReleased = {}
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205 engine.input.mouseWheel = 0
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206 engine.input.mouseMove = newVec2f()
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207 engine.input.windowWasResized = false
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208
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209 if engine.state == Starting:
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210 engine.input.windowWasResized = true
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211 var mpos = engine.window.getMousePosition()
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212 if mpos.isSome:
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213 engine.input.mousePosition = mpos.get
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214
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215 var killed = false
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216 for event in engine.window.pendingEvents():
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217 inc engine.input.eventsProcessed
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218 if engine.eventHandler != nil:
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219 engine.eventHandler(engine, event)
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220 case event.eventType:
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221 of Quit:
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222 killed = true
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223 of ResizedWindow:
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224 engine.input.windowWasResized = true
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225 of KeyPressed:
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226 engine.input.keyWasPressed.incl event.key
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227 engine.input.keyIsDown.incl event.key
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228 of KeyReleased:
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229 engine.input.keyWasReleased.incl event.key
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230 engine.input.keyIsDown.excl event.key
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231 of MousePressed:
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232 engine.input.mouseWasPressed.incl event.button
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233 engine.input.mouseIsDown.incl event.button
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234 of MouseReleased:
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235 engine.input.mouseWasReleased.incl event.button
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236 engine.input.mouseIsDown.excl event.button
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237 of MouseMoved:
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238 let newPos = newVec2(float32(event.x), float32(event.y))
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239 engine.input.mouseMove = newPos - engine.input.mousePosition
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240 engine.input.mousePosition = newPos
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241 of MouseWheel:
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242 engine.input.mouseWheel = event.amount
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243 if engine.state == Starting:
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244 engine.state = Running
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245 if killed:
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246 engine.state = Shutdown
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247 if engine.exitHandler != nil:
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248 engine.exitHandler(engine)
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249 if engine.input.windowWasResized and engine.resizeHandler != nil:
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250 engine.resizeHandler(engine)
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251 return engine.state
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252
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253 # wrappers for internal things
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254 func keyIsDown*(engine: Engine, key: Key): auto = key in engine.input.keyIsDown
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255 func keyWasPressed*(engine: Engine, key: Key): auto = key in engine.input.keyWasPressed
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256 func keyWasPressed*(engine: Engine): auto = engine.input.keyWasPressed.len > 0
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257 func keyWasReleased*(engine: Engine, key: Key): auto = key in engine.input.keyWasReleased
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258 func mouseIsDown*(engine: Engine, button: MouseButton): auto = button in engine.input.mouseIsDown
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259 func mouseWasPressed*(engine: Engine, button: MouseButton): auto = button in engine.input.mouseWasPressed
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260 func mouseWasReleased*(engine: Engine, button: MouseButton): auto = button in engine.input.mouseWasReleased
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261 func mousePosition*(engine: Engine): auto = engine.input.mousePosition
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262 func mousePositionNormalized*(engine: Engine): Vec2f =
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263 result.x = (engine.input.mousePosition.x / float32(engine.window.size[0])) * 2.0 - 1.0
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264 result.y = (engine.input.mousePosition.y / float32(engine.window.size[1])) * 2.0 - 1.0
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265 func mouseMove*(engine: Engine): auto = engine.input.mouseMove
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266 func mouseWheel*(engine: Engine): auto = engine.input.mouseWheel
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267 func eventsProcessed*(engine: Engine): auto = engine.input.eventsProcessed
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268 func gpuDevice*(engine: Engine): Device = engine.device
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269 func getWindow*(engine: Engine): auto = engine.window
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270 func getAspectRatio*(engine: Engine): float32 = engine.getWindow().size[0] / engine.getWindow().size[1]
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271 func windowWasResized*(engine: Engine): auto = engine.input.windowWasResized
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272 func showSystemCursor*(engine: Engine) = engine.window.showSystemCursor()
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273 func hideSystemCursor*(engine: Engine) = engine.window.hideSystemCursor()
859
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274 func fullscreen*(engine: Engine): bool = engine.fullscreen
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275 proc `fullscreen=`*(engine: var Engine, enable: bool) =
862
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276 if enable != engine.fullscreen:
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277 engine.fullscreen = enable
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278 engine.window.fullscreen(engine.fullscreen)
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279
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280 func limits*(engine: Engine): VkPhysicalDeviceLimits =
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281 engine.gpuDevice().physicalDevice.properties.limits
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282
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283 proc processEvents*(engine: Engine, panel: var Panel) =
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284 let hasMouseNow = panel.contains(engine.mousePositionNormalized, engine.getAspectRatio)
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285
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286 # enter/leave events
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287 if hasMouseNow:
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288 if panel.hasMouse:
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289 if panel.onMouseMove != nil: panel.onMouseMove(panel)
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290 else:
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291 if panel.onMouseEnter != nil: panel.onMouseEnter(panel)
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parents: 894
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292 else:
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293 if panel.hasMouse:
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294 if panel.onMouseLeave != nil: panel.onMouseLeave(panel)
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295
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296 # button events
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297 if hasMouseNow:
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298 if engine.input.mouseWasPressed.len > 0:
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299 if panel.onMouseDown != nil: panel.onMouseDown(panel, engine.input.mouseWasPressed)
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300 if engine.input.mouseWasReleased.len > 0:
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301 if panel.onMouseUp != nil: panel.onMouseUp(panel, engine.input.mouseWasReleased)
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302
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303 panel.hasMouse = hasMouseNow