Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 384:eaf084ba80e5
fix: cleanup when multiple textures use same vulkan image
author | Sam <sam@basx.dev> |
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date | Sun, 03 Dec 2023 00:05:38 +0700 |
parents | fa38cd28f041 |
children | 91e018270832 |
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 = 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(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 ) |
376 | 26 Mat2Type = MaterialType( |
27 name: "single texture material 2", | |
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28 vertexAttributes: { |
376 | 29 "position": Vec3F32, |
30 "uv": Vec2F32, | |
31 }.toTable, | |
32 attributes: {"baseTexture": TextureType}.toTable | |
33 ) | |
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(image: Image(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)], |
211 | 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)], |
211 | 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)], |
211 | 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)], |
211 | 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)], |
211 | 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] = |
125 | 142 var r = rect(color="ff0000") |
143 var t = tri(color="0000ff") | |
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 ] |
192
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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() = |
127 | 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, |
376 | 210 Mat2Type: shaderConfiguration1, |
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211 SINGLE_COLOR_MATERIAL: shaderConfiguration2, |
344 | 212 }) |
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213 |
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214 # INIT SCENES |
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215 var scenes = [ |
328 | 216 Scene(name: "simple", meshes: scene_simple()), |
217 Scene(name: "different mesh types", meshes: scene_different_mesh_types()), | |
218 Scene(name: "primitives", meshes: scene_primitives()), | |
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) |
109 | 225 |
115 | 226 # MAINLOOP |
111
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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: |
146 | 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 echo "Rendered ", engine.framesRendered, " frames" |
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237 echo "Processed ", engine.eventsProcessed, " events" |
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238 |
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239 # cleanup |
96 | 240 echo "Start cleanup" |
127 | 241 engine.destroy() |
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242 |
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243 when isMainModule: |
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244 main() |