Mercurial > games > semicongine
comparison tests/test_vulkan_wrapper.nim @ 124:cb9e27a30165
fix: completely overhole buffer handling for drawing, fix shit
author | Sam <sam@basx.dev> |
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date | Mon, 10 Apr 2023 20:09:37 +0700 |
parents | 55be3579dc30 |
children | 6e2c48cb6f60 |
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123:55be3579dc30 | 124:cb9e27a30165 |
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31 echo " " & $mode | 31 echo " " & $mode |
32 echo " Surface formats" | 32 echo " Surface formats" |
33 for format in device.getSurfaceFormats(): | 33 for format in device.getSurfaceFormats(): |
34 echo " " & $format | 34 echo " " & $format |
35 | 35 |
36 when isMainModule: | 36 proc scene_different_mesh_types(): Scene = |
37 # INIT ENGINE: | 37 result = Scene( |
38 # create instance | |
39 var thewindow = createWindow("Test") | |
40 var instance = thewindow.createInstance( | |
41 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), | |
42 instanceExtensions= @["VK_EXT_debug_utils"], | |
43 layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"] | |
44 ) | |
45 var debugger = instance.createDebugMessenger() | |
46 # create devices | |
47 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() | |
48 var device = instance.createDevice( | |
49 selectedPhysicalDevice, | |
50 @[], | |
51 @["VK_EXT_index_type_uint8"], | |
52 selectedPhysicalDevice.filterForGraphicsPresentationQueues() | |
53 ) | |
54 | |
55 # INIT RENDERER: | |
56 const | |
57 vertexInput = @[ | |
58 attr[Vec3f]("position"), | |
59 attr[Vec3f]("color"), | |
60 attr[Vec3f]("translate", perInstance=true) | |
61 ] | |
62 vertexOutput = @[attr[Vec3f]("outcolor")] | |
63 uniforms = @[attr[float32]("time")] | |
64 fragOutput = @[attr[Vec4f]("color")] | |
65 vertexCode = compileGlslShader( | |
66 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
67 inputs=vertexInput, | |
68 uniforms=uniforms, | |
69 outputs=vertexOutput, | |
70 body="""gl_Position = vec4(position, 1.0); outcolor = color * sin(Uniforms.time) * 0.5 + 0.5;""" | |
71 ) | |
72 fragmentCode = compileGlslShader( | |
73 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
74 inputs=vertexOutput, | |
75 uniforms=uniforms, | |
76 outputs=fragOutput, | |
77 body="color = vec4(outcolor, 1);" | |
78 ) | |
79 var | |
80 vertexshader = device.createShaderModule(vertexCode) | |
81 fragmentshader = device.createShaderModule(fragmentCode) | |
82 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() | |
83 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) | |
84 (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) | |
85 if res != VK_SUCCESS: | |
86 raise newException(Exception, "Unable to create swapchain") | |
87 | |
88 # INIT SCENE | |
89 var time = initShaderGlobal("time", 0.0'f32) | |
90 #[ | |
91 var thescene = Scene( | |
92 name: "main", | 38 name: "main", |
93 root: newEntity("root", | 39 root: newEntity("root", |
94 newEntity("stuff", time), | |
95 newEntity("triangle1", newMesh( | 40 newEntity("triangle1", newMesh( |
96 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], | 41 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
97 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | 42 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
98 )), | 43 )), |
99 newEntity("triangle1b", newMesh( | 44 newEntity("triangle1b", newMesh( |
122 indices=[[0'u32, 2'u32, 1'u32]], | 67 indices=[[0'u32, 2'u32, 1'u32]], |
123 autoResize=false | 68 autoResize=false |
124 )), | 69 )), |
125 ) | 70 ) |
126 ) | 71 ) |
127 ]# | 72 |
128 var mymesh = newMesh( | 73 proc scene_simple(): Scene = |
74 var mymesh1 = newMesh( | |
75 positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], | |
76 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | |
77 ) | |
78 var mymesh2 = newMesh( | |
129 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], | 79 positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], |
130 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], | 80 colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], |
131 ) | 81 ) |
132 setInstanceData[Vec3f](mymesh, "translate", @[newVec3f(0.3, 0.3)]) | 82 var mymesh3 = newMesh( |
133 var thescene = Scene( | 83 positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], |
84 colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], | |
85 indices=[[0'u32, 1'u32, 2'u32]], | |
86 autoResize=false | |
87 ) | |
88 var mymesh4 = newMesh( | |
89 positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], | |
90 colors=[newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0)], | |
91 indices=[[0'u16, 1'u16, 2'u16]], | |
92 ) | |
93 setMeshData[Vec3f](mymesh1, "translate", @[newVec3f(0.3, 0.3)]) | |
94 result = Scene( | |
134 name: "main", | 95 name: "main", |
135 root: newEntity("root", | 96 root: newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1),) |
136 newEntity("stuff", time), | 97 ) |
137 newEntity("triangle", mymesh), | 98 |
99 | |
100 when isMainModule: | |
101 # INIT ENGINE: | |
102 # create instance | |
103 var thewindow = createWindow("Test") | |
104 var instance = thewindow.createInstance( | |
105 vulkanVersion=VK_MAKE_API_VERSION(0, 1, 3, 0), | |
106 instanceExtensions= @["VK_EXT_debug_utils"], | |
107 layers= @["VK_LAYER_KHRONOS_validation", "VK_LAYER_MESA_overlay"] | |
108 ) | |
109 var debugger = instance.createDebugMessenger() | |
110 # create devices | |
111 let selectedPhysicalDevice = instance.getPhysicalDevices().filterBestGraphics() | |
112 var device = instance.createDevice( | |
113 selectedPhysicalDevice, | |
114 @[], | |
115 @["VK_EXT_index_type_uint8"], | |
116 selectedPhysicalDevice.filterForGraphicsPresentationQueues() | |
117 ) | |
118 | |
119 # INIT RENDERER: | |
120 const | |
121 vertexInput = @[ | |
122 attr[Vec3f]("position", memoryLocation=VRAM), | |
123 attr[Vec3f]("color", memoryLocation=VRAM), | |
124 # attr[Vec3f]("translate", perInstance=true) | |
125 ] | |
126 vertexOutput = @[attr[Vec3f]("outcolor")] | |
127 uniforms = @[attr[float32]("time")] | |
128 fragOutput = @[attr[Vec4f]("color")] | |
129 vertexCode = compileGlslShader( | |
130 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
131 inputs=vertexInput, | |
132 uniforms=uniforms, | |
133 outputs=vertexOutput, | |
134 body="""gl_Position = vec4(position, 1.0); outcolor = color * sin(Uniforms.time) * 0.5 + 0.5;""" | |
138 ) | 135 ) |
139 ) | 136 fragmentCode = compileGlslShader( |
137 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
138 inputs=vertexOutput, | |
139 uniforms=uniforms, | |
140 outputs=fragOutput, | |
141 body="color = vec4(outcolor, 1);" | |
142 ) | |
143 var | |
144 vertexshader = device.createShaderModule(vertexCode) | |
145 fragmentshader = device.createShaderModule(fragmentCode) | |
146 surfaceFormat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat() | |
147 renderPass = device.simpleForwardRenderPass(surfaceFormat.format, vertexshader, fragmentshader, 2) | |
148 (swapchain, res) = device.createSwapchain(renderPass, surfaceFormat, device.firstGraphicsQueue().get().family, 2) | |
149 if res != VK_SUCCESS: | |
150 raise newException(Exception, "Unable to create swapchain") | |
151 | |
152 # INIT SCENE | |
153 var time = initShaderGlobal("time", 0.0'f32) | |
154 | |
155 var thescene = scene_simple() | |
156 thescene.root.components.add time | |
140 thescene.setupDrawables(renderPass) | 157 thescene.setupDrawables(renderPass) |
141 swapchain.setupUniforms(thescene) | 158 swapchain.setupUniforms(thescene) |
142 | 159 |
143 # MAINLOOP | 160 # MAINLOOP |
144 echo "Setup successfull, start rendering" | 161 echo "Setup successfull, start rendering" |
145 for i in 0 ..< 1: | 162 for i in 0 ..< 10000: |
146 setValue[float32](time.value, get[float32](time.value) + 0.0005) | 163 setValue[float32](time.value, get[float32](time.value) + 0.0005) |
147 echo get[float32](time.value) | |
148 discard swapchain.drawScene(thescene) | 164 discard swapchain.drawScene(thescene) |
149 echo "Rendered ", swapchain.framesRendered, " frames" | 165 echo "Rendered ", swapchain.framesRendered, " frames" |
150 checkVkResult device.vk.vkDeviceWaitIdle() | 166 checkVkResult device.vk.vkDeviceWaitIdle() |
151 | 167 |
152 # cleanup | 168 # cleanup |