Mercurial > games > semicongine
comparison test1.nim @ 1190:a3eb305bcac2 compiletime-tests
start of complete and total refactoring: the ULTIMATE
| author | sam <sam@basx.dev> |
|---|---|
| date | Sun, 07 Jul 2024 23:36:16 +0700 |
| parents | |
| children | 239adab121a3 |
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| 1189:aceb7697d37c | 1190:a3eb305bcac2 |
|---|---|
| 1 import os | |
| 2 | |
| 3 import semicongine/rendering | |
| 4 | |
| 5 | |
| 6 when isMainModule: | |
| 7 import semicongine/old/platform/window | |
| 8 import semicongine/old/vulkan/instance | |
| 9 import semicongine/old/vulkan/device | |
| 10 import semicongine/old/vulkan/physicaldevice | |
| 11 import std/options | |
| 12 | |
| 13 type | |
| 14 MeshA = object | |
| 15 position: GPUArray[Vec3f, VertexBuffer] | |
| 16 indices: GPUArray[uint16, IndexBuffer] | |
| 17 InstanceA = object | |
| 18 rotation: GPUArray[Vec4f, VertexBuffer] | |
| 19 objPosition: GPUArray[Vec3f, VertexBuffer] | |
| 20 MaterialA = object | |
| 21 reflection: float32 | |
| 22 baseColor: Vec3f | |
| 23 UniformsA = object | |
| 24 defaultTexture: Texture[TVec4[uint8]] | |
| 25 defaultMaterial: GPUValue[MaterialA, UniformBuffer] | |
| 26 materials: GPUValue[array[3, MaterialA], UniformBuffer] | |
| 27 materialTextures: array[3, Texture[TVec4[uint8]]] | |
| 28 ShaderSettings = object | |
| 29 gamma: float32 | |
| 30 GlobalsA = object | |
| 31 fontAtlas: Texture[TVec4[uint8]] | |
| 32 settings: GPUValue[ShaderSettings, UniformBuffer] | |
| 33 | |
| 34 ShaderA = object | |
| 35 # vertex input | |
| 36 position {.VertexAttribute.}: Vec3f | |
| 37 objPosition {.InstanceAttribute.}: Vec3f | |
| 38 rotation {.InstanceAttribute.}: Vec4f | |
| 39 # intermediate | |
| 40 test {.Pass.}: float32 | |
| 41 test1 {.PassFlat.}: Vec3f | |
| 42 # output | |
| 43 color {.ShaderOutput.}: Vec4f | |
| 44 # descriptor sets | |
| 45 globals: DescriptorSet[GlobalsA, GlobalSet] | |
| 46 uniforms: DescriptorSet[UniformsA, MaterialSet] | |
| 47 # code | |
| 48 vertexCode: string = "void main() {}" | |
| 49 fragmentCode: string = "void main() {}" | |
| 50 | |
| 51 let w = CreateWindow("test2") | |
| 52 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") | |
| 53 | |
| 54 # TODO: remove those ugly wrappers | |
| 55 let theInstance = w.CreateInstance( | |
| 56 vulkanVersion = VK_MAKE_API_VERSION(0, 1, 3, 0), | |
| 57 instanceExtensions = @[], | |
| 58 layers = @["VK_LAYER_KHRONOS_validation"], | |
| 59 ) | |
| 60 | |
| 61 let dev = theInstance.CreateDevice( | |
| 62 theInstance.GetPhysicalDevices().FilterBestGraphics(), | |
| 63 enabledExtensions = @[], | |
| 64 theInstance.GetPhysicalDevices().FilterBestGraphics().FilterForGraphicsPresentationQueues() | |
| 65 ).vk | |
| 66 let frameWidth = 100'u32 | |
| 67 let frameHeight = 100'u32 | |
| 68 | |
| 69 # TODO: pack this stuff into a setup method and condense everything a bit | |
| 70 let pDevice = theInstance.vk.GetPhysicalDevice() | |
| 71 let qfi = pDevice.GetQueueFamily(VK_QUEUE_GRAPHICS_BIT) | |
| 72 vulkan = VulkanGlobals( | |
| 73 instance: theInstance.vk, | |
| 74 device: dev, | |
| 75 physicalDevice: pDevice, | |
| 76 queueFamilyIndex: qfi, | |
| 77 queue: svkGetDeviceQueue(dev, qfi, VK_QUEUE_GRAPHICS_BIT) | |
| 78 ) | |
| 79 | |
| 80 var myMesh1 = MeshA( | |
| 81 position: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, ), NewVec3f(0, 0, ), NewVec3f(0, 0, )]), | |
| 82 ) | |
| 83 var uniforms1 = DescriptorSet[UniformsA, MaterialSet]( | |
| 84 data: UniformsA( | |
| 85 defaultTexture: Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), | |
| 86 materials: GPUValue[array[3, MaterialA], UniformBuffer](data: [ | |
| 87 MaterialA(reflection: 0, baseColor: NewVec3f(1, 0, 0)), | |
| 88 MaterialA(reflection: 0.1, baseColor: NewVec3f(0, 1, 0)), | |
| 89 MaterialA(reflection: 0.5, baseColor: NewVec3f(0, 0, 1)), | |
| 90 ]), | |
| 91 materialTextures: [ | |
| 92 Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), | |
| 93 Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), | |
| 94 Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), | |
| 95 ] | |
| 96 ) | |
| 97 ) | |
| 98 var instances1 = InstanceA( | |
| 99 rotation: GPUArray[Vec4f, VertexBuffer](data: @[NewVec4f(1, 0, 0, 0.1), NewVec4f(0, 1, 0, 0.1)]), | |
| 100 objPosition: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, 0), NewVec3f(1, 1, 1)]), | |
| 101 ) | |
| 102 var myGlobals = DescriptorSet[GlobalsA, GlobalSet]( | |
| 103 data: GlobalsA( | |
| 104 fontAtlas: Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), | |
| 105 settings: GPUValue[ShaderSettings, UniformBuffer](data: ShaderSettings(gamma: 1.0)) | |
| 106 ) | |
| 107 ) | |
| 108 | |
| 109 # setup for rendering (TODO: swapchain & framebuffers) | |
| 110 let renderpass = CreateRenderPass(GetSurfaceFormat()) | |
| 111 | |
| 112 # shaders | |
| 113 const shader = ShaderA() | |
| 114 let shaderObject = CompileShader(shader) | |
| 115 var pipeline1 = CreatePipeline(renderPass = renderpass, shader = shaderObject) | |
| 116 | |
| 117 var renderdata = InitRenderData() | |
| 118 | |
| 119 # buffer assignment | |
| 120 echo "Assigning buffers to GPUData fields" | |
| 121 | |
| 122 AssignBuffers(renderdata, myMesh1) | |
| 123 AssignBuffers(renderdata, instances1) | |
| 124 AssignBuffers(renderdata, myGlobals) | |
| 125 AssignBuffers(renderdata, uniforms1) | |
| 126 | |
| 127 renderdata.UploadTextures(myGlobals) | |
| 128 renderdata.UploadTextures(uniforms1) | |
| 129 | |
| 130 # copy everything to GPU | |
| 131 echo "Copying all data to GPU memory" | |
| 132 UpdateAllGPUBuffers(myMesh1) | |
| 133 UpdateAllGPUBuffers(instances1) | |
| 134 UpdateAllGPUBuffers(uniforms1) | |
| 135 UpdateAllGPUBuffers(myGlobals) | |
| 136 renderdata.FlushAllMemory() | |
| 137 | |
| 138 | |
| 139 # descriptors | |
| 140 echo "Writing descriptors" | |
| 141 InitDescriptorSet(renderdata, pipeline1.descriptorSetLayouts[GlobalSet], myGlobals) | |
| 142 InitDescriptorSet(renderdata, pipeline1.descriptorSetLayouts[MaterialSet], uniforms1) | |
| 143 | |
| 144 | |
| 145 # command buffer | |
| 146 var | |
| 147 commandBufferPool: VkCommandPool | |
| 148 createInfo = VkCommandPoolCreateInfo( | |
| 149 sType: VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO, | |
| 150 flags: toBits [VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT], | |
| 151 queueFamilyIndex: vulkan.queueFamilyIndex, | |
| 152 ) | |
| 153 checkVkResult vkCreateCommandPool(vulkan.device, addr createInfo, nil, addr commandBufferPool) | |
| 154 var | |
| 155 cmdBuffers: array[INFLIGHTFRAMES.int, VkCommandBuffer] | |
| 156 allocInfo = VkCommandBufferAllocateInfo( | |
| 157 sType: VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO, | |
| 158 commandPool: commandBufferPool, | |
| 159 level: VK_COMMAND_BUFFER_LEVEL_PRIMARY, | |
| 160 commandBufferCount: INFLIGHTFRAMES, | |
| 161 ) | |
| 162 checkVkResult vkAllocateCommandBuffers(vulkan.device, addr allocInfo, cmdBuffers.ToCPointer) | |
| 163 | |
| 164 # start command buffer | |
| 165 block: | |
| 166 let | |
| 167 currentFramebuffer = VkFramebuffer(0) # TODO | |
| 168 currentFrameInFlight = 1 | |
| 169 cmd = cmdBuffers[currentFrameInFlight] | |
| 170 beginInfo = VkCommandBufferBeginInfo( | |
| 171 sType: VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, | |
| 172 flags: VkCommandBufferUsageFlags(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT), | |
| 173 ) | |
| 174 checkVkResult cmd.vkResetCommandBuffer(VkCommandBufferResetFlags(0)) | |
| 175 checkVkResult cmd.vkBeginCommandBuffer(addr(beginInfo)) | |
| 176 | |
| 177 # start renderpass | |
| 178 block: | |
| 179 var | |
| 180 clearColors = [VkClearValue(color: VkClearColorValue(float32: [0, 0, 0, 0]))] | |
| 181 renderPassInfo = VkRenderPassBeginInfo( | |
| 182 sType: VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, | |
| 183 renderPass: renderpass, | |
| 184 framebuffer: currentFramebuffer, # TODO | |
| 185 renderArea: VkRect2D( | |
| 186 offset: VkOffset2D(x: 0, y: 0), | |
| 187 extent: VkExtent2D(width: frameWidth, height: frameHeight), | |
| 188 ), | |
| 189 clearValueCount: uint32(clearColors.len), | |
| 190 pClearValues: clearColors.ToCPointer(), | |
| 191 ) | |
| 192 viewport = VkViewport( | |
| 193 x: 0.0, | |
| 194 y: 0.0, | |
| 195 width: frameWidth.float32, | |
| 196 height: frameHeight.float32, | |
| 197 minDepth: 0.0, | |
| 198 maxDepth: 1.0, | |
| 199 ) | |
| 200 scissor = VkRect2D( | |
| 201 offset: VkOffset2D(x: 0, y: 0), | |
| 202 extent: VkExtent2D(width: frameWidth, height: frameHeight) | |
| 203 ) | |
| 204 vkCmdBeginRenderPass(cmd, addr(renderPassInfo), VK_SUBPASS_CONTENTS_INLINE) | |
| 205 | |
| 206 # setup viewport | |
| 207 vkCmdSetViewport(cmd, firstViewport = 0, viewportCount = 1, addr(viewport)) | |
| 208 vkCmdSetScissor(cmd, firstScissor = 0, scissorCount = 1, addr(scissor)) | |
| 209 | |
| 210 # bind pipeline, will be loop | |
| 211 block: | |
| 212 Bind(pipeline1, cmd, currentFrameInFlight = currentFrameInFlight) | |
| 213 | |
| 214 # render object, will be loop | |
| 215 block: | |
| 216 Render(cmd, pipeline1, myGlobals, uniforms1, myMesh1, instances1) | |
| 217 | |
| 218 vkCmdEndRenderPass(cmd) | |
| 219 checkVkResult cmd.vkEndCommandBuffer() |
