Mercurial > games > semicongine
annotate tests/test_vulkan_wrapper.nim @ 217:ecf2d75f06d8
add: BMP loader
| author | Sam <sam@basx.dev> |
|---|---|
| date | Fri, 12 May 2023 00:13:30 +0700 |
| parents | 744285b47a4d |
| children | 3cbbf50e9e4c |
| rev | line source |
|---|---|
| 96 | 1 import std/options |
| 2 | |
| 117 | 3 import semicongine |
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4 |
| 104 | 5 proc diagnostics(instance: Instance) = |
| 94 | 6 # diagnostic output |
| 115 | 7 # print basic driver infos |
| 8 echo "Layers" | |
| 9 for layer in getLayers(): | |
| 10 echo " " & layer | |
| 11 echo "Instance extensions" | |
| 12 for extension in getInstanceExtensions(): | |
| 13 echo " " & extension | |
| 14 | |
| 93 | 15 echo "Devices" |
| 16 for device in instance.getPhysicalDevices(): | |
| 17 echo " " & $device | |
| 96 | 18 echo " Rating: " & $device.rateGraphics() |
| 93 | 19 echo " Extensions" |
| 20 for extension in device.getExtensions(): | |
| 21 echo " " & $extension | |
| 96 | 22 echo " Properties" |
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23 echo " " & $device.properties |
| 96 | 24 echo " Features" |
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25 echo " " & $device.features |
| 93 | 26 echo " Queue families" |
| 27 for queueFamily in device.getQueueFamilies(): | |
| 28 echo " " & $queueFamily | |
| 94 | 29 echo " Surface present modes" |
| 96 | 30 for mode in device.getSurfacePresentModes(): |
| 94 | 31 echo " " & $mode |
| 32 echo " Surface formats" | |
| 96 | 33 for format in device.getSurfaceFormats(): |
| 94 | 34 echo " " & $format |
| 93 | 35 |
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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)], |
| 211 | 40 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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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)], |
| 211 | 44 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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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)], |
| 211 | 48 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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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)], |
| 211 | 53 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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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)], |
| 211 | 58 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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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)], |
| 211 | 64 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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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)], |
| 211 | 75 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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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)], |
| 211 | 79 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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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)], |
| 211 | 83 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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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)], |
| 211 | 89 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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90 indices=[[0'u16, 1'u16, 2'u16]], |
| 125 | 91 instanceCount=2 |
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92 ) |
| 126 | 93 mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) |
| 94 mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) | |
| 95 mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)]) | |
| 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 = |
| 125 | 100 var r = rect(color="ff0000") |
| 101 var t = tri(color="0000ff") | |
| 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") |
| 211 | 110 r.updateMeshData("color", @[newVec4f(0, 0), newVec4f(1, 0), newVec4f(1, 1), newVec4f(0, 1)]) |
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111 result = newEntity("root", r) |
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112 |
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113 proc main() = |
| 127 | 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 = @[ |
| 168 | 119 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
| 211 | 120 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), |
| 125 | 121 attr[Vec3f]("translate", perInstance=true) |
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122 ] |
| 211 | 123 vertexOutput = @[attr[Vec4f]("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, |
| 127 | 133 main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" |
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134 ) |
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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, |
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139 samplers=samplers, |
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140 outputs=fragOutput, |
| 211 | 141 main="color = texture(my_little_texture, outcolor.xy) * 0.5 + outcolor * 0.5;" |
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142 ) |
| 135 | 143 var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) |
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144 engine.setRenderer(renderPass) |
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145 |
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146 # INIT SCENES |
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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()), |
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150 newScene("primitives", scene_primitives()), |
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151 newScene("flag", scene_flag()), |
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152 ] |
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153 for scene in scenes.mitems: |
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154 scene.addShaderGlobal("time", 0.0'f32) |
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155 let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) |
| 211 | 156 scene.addTexture("my_little_texture", Image(width: 5, height: 5, imagedata: @[ |
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157 R, R, R, R, R, |
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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, |
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161 R, R, R, R, R, |
| 211 | 162 ]), VK_FILTER_NEAREST) |
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163 engine.addScene(scene, vertexInput) |
| 109 | 164 |
| 115 | 165 # MAINLOOP |
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166 echo "Setup successfull, start rendering" |
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167 for i in 0 ..< 3: |
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168 for scene in scenes.mitems: |
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169 for i in 0 ..< 1000: |
| 146 | 170 if engine.updateInputs() != Running or engine.keyIsDown(Escape): |
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171 engine.destroy() |
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172 return |
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173 setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) |
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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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177 |
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178 # cleanup |
| 96 | 179 echo "Start cleanup" |
| 127 | 180 engine.destroy() |
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181 |
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182 when isMainModule: |
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183 main() |
