Mercurial > games > semicongine
comparison tests/test_vulkan_wrapper.nim @ 114:056e08dfad10
yay: first triangle rendering with new engine implmentation
author | Sam <sam@basx.dev> |
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date | Mon, 03 Apr 2023 00:06:24 +0700 |
parents | 7b695fb335ed |
children | e18538442837 |
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113:7b695fb335ed | 114:056e08dfad10 |
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43 # create instance | 43 # create instance |
44 var thewindow = createWindow("Test") | 44 var thewindow = createWindow("Test") |
45 var instance = thewindow.createInstance( | 45 var instance = thewindow.createInstance( |
46 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), | 46 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), |
47 instanceExtensions= @["VK_EXT_debug_utils"], | 47 instanceExtensions= @["VK_EXT_debug_utils"], |
48 layers= @["VK_LAYER_KHRONOS_validation"] | 48 layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"] |
49 ) | 49 ) |
50 var debugger = instance.createDebugMessenger() | 50 var debugger = instance.createDebugMessenger() |
51 | 51 |
52 # create devices | 52 # create devices |
53 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() | 53 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() |
56 @[], | 56 @[], |
57 @[], | 57 @[], |
58 selectedPhysicalDevice.filterForGraphicsPresentationQueues() | 58 selectedPhysicalDevice.filterForGraphicsPresentationQueues() |
59 ) | 59 ) |
60 | 60 |
61 const inputs = AttributeGroup(attributes: @[attr(name="position", thetype=Float32, components=3)]) | 61 const |
62 const uniforms = AttributeGroup() | 62 vertexInput = initAttributeGroup( |
63 const outputs = AttributeGroup(attributes: @[attr(name="fragpos", thetype=Float32, components=3)]) | 63 asAttribute(default(Vec3f), "position"), |
64 const fragOutput = AttributeGroup(attributes: @[attr(name="color", thetype=Float32, components=4)]) | 64 asAttribute(default(Vec3f), "color"), |
65 const vertexBinary = shaderCode(inputs=inputs, uniforms=uniforms, outputs=outputs, stage=VK_SHADER_STAGE_VERTEX_BIT, version=450, entrypoint="main", "fragpos = position;") | 65 ) |
66 const fragmentBinary = shaderCode(inputs=outputs, uniforms=uniforms, outputs=fragOutput, stage=VK_SHADER_STAGE_FRAGMENT_BIT, version=450, entrypoint="main", "color = vec4(1, 1, 1, 1);") | 66 vertexOutput = initAttributeGroup(asAttribute(default(Vec3f), "outcolor")) |
67 fragOutput = initAttributeGroup(asAttribute(default(Vec4f), "color")) | |
68 vertexCode = compileGlslShader( | |
69 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
70 inputs=vertexInput, | |
71 outputs=vertexOutput, | |
72 body="""gl_Position = vec4(position, 1.0); outcolor = color;""" | |
73 ) | |
74 fragmentCode = compileGlslShader( | |
75 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
76 inputs=vertexOutput, | |
77 outputs=fragOutput, | |
78 body="color = vec4(outcolor, 1);" | |
79 ) | |
67 var | 80 var |
68 vertexshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_VERTEX_BIT, "main", vertexBinary) | 81 vertexshader = device.createShaderModule(vertexCode) |
69 fragmentshader = device.createShader(inputs, uniforms, outputs, VK_SHADER_STAGE_FRAGMENT_BIT, "main", fragmentBinary) | 82 fragmentshader = device.createShaderModule(fragmentCode) |
70 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() | 83 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() |
71 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) | 84 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) |
72 var (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) | 85 (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) |
73 if res != VK_SUCCESS: | 86 if res != VK_SUCCESS: |
74 raise newException(Exception, "Unable to create swapchain") | 87 raise newException(Exception, "Unable to create swapchain") |
75 | 88 |
76 var thescene = Scene( | 89 var thescene = Scene( |
77 name: "main", | 90 name: "main", |
78 root: newEntity("root", | 91 root: newEntity("root", |
79 newEntity("triangle1", newMesh([newVec3f(-0.5, -0.5), newVec3f(0.5, 0.5), newVec3f(0.5, -0.5)])), | 92 newEntity("triangle1", initMesh( |
80 newEntity("triangle2", newMesh([newVec3f(-0.5, -0.5), newVec3f(0.5, -0.5), newVec3f(0.5, 0.5)])), | 93 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
94 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
95 )), | |
81 ) | 96 ) |
82 ) | 97 ) |
83 thescene.setupDrawables(renderPass) | 98 thescene.setupDrawables(renderPass) |
84 | 99 |
85 echo "Setup successfull, start rendering" | 100 echo "Setup successfull, start rendering" |
86 for i in 0 ..< 1: | 101 for i in 0 ..< 1000: |
87 discard swapchain.drawScene(thescene) | 102 discard swapchain.drawScene(thescene) |
88 echo "Rendered ", swapchain.framesRendered, " frames" | 103 echo "Rendered ", swapchain.framesRendered, " frames" |
104 checkVkResult device.vk.vkDeviceWaitIdle() | |
105 | |
106 # cleanup | |
89 echo "Start cleanup" | 107 echo "Start cleanup" |
90 | 108 |
109 # logical | |
110 thescene.destroy() | |
91 | 111 |
92 # cleanup | 112 # rendering objects |
93 checkVkResult device.vk.vkDeviceWaitIdle() | |
94 thescene.destroy() | |
95 vertexshader.destroy() | 113 vertexshader.destroy() |
96 fragmentshader.destroy() | 114 fragmentshader.destroy() |
97 renderPass.destroy() | 115 renderPass.destroy() |
98 swapchain.destroy() | 116 swapchain.destroy() |
117 | |
118 # global objects | |
99 device.destroy() | 119 device.destroy() |
100 | |
101 debugger.destroy() | 120 debugger.destroy() |
102 instance.destroy() | 121 instance.destroy() |