diff old_tests/test_vulkan_wrapper.nim @ 1203:6360c8d17ce0 compiletime-tests

did: preprations to add rendering tests
author sam <sam@basx.dev>
date Mon, 15 Jul 2024 20:06:42 +0700
parents tests/test_vulkan_wrapper.nim@114f395b9144
children
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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/old_tests/test_vulkan_wrapper.nim	Mon Jul 15 20:06:42 2024 +0700
@@ -0,0 +1,252 @@
+import std/tables
+
+import semicongine
+
+
+let
+  sampler = Sampler(
+    magnification: VK_FILTER_NEAREST,
+    minification: VK_FILTER_NEAREST,
+    wrapModeS: VK_SAMPLER_ADDRESS_MODE_REPEAT,
+    wrapModeT: VK_SAMPLER_ADDRESS_MODE_REPEAT,
+  )
+  (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8])
+  Mat1Type = MaterialType(
+    name: "single texture material 1",
+    vertexAttributes: {
+      "color": Vec4F32,
+      "position": Vec3F32,
+      "uv": Vec2F32,
+    }.toTable,
+    attributes: {"baseTexture": TextureType}.toTable
+  )
+  mat = Mat1Type.InitMaterialData(
+    name = "mat",
+    attributes = {
+      "baseTexture": InitDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
+      R, R, R, R, R,
+      R, R, W, R, R,
+      R, W, W, W, R,
+      R, R, W, R, R,
+      R, R, R, R, R,
+    ]), sampler: sampler)])
+  }.toTable
+  )
+  Mat2Type = MaterialType(
+    name: "single texture material 2",
+    vertexAttributes: {
+      "color": Vec4F32,
+      "position": Vec3F32,
+      "uv": Vec2F32,
+    }.toTable,
+    attributes: {"baseTexture": TextureType}.toTable
+  )
+  mat2 = Mat2Type.InitMaterialData(
+    name = "mat2",
+    attributes = {
+      "baseTexture": InitDataList(@[Texture(isGrayscale: false, colorImage: Image[RGBAPixel](width: 5, height: 5, imagedata: @[
+      R, W, R, W, R,
+      W, R, W, R, W,
+      R, W, R, W, R,
+      W, R, W, R, W,
+      R, W, R, W, R,
+    ]), sampler: sampler)])
+  }.toTable
+  )
+  mat3 = SINGLE_COLOR_MATERIAL.InitMaterialData(
+    name = "mat3",
+    attributes = {
+      "color": InitDataList(@[NewVec4f(0, 1, 0, 1)])
+    }.toTable
+  )
+
+proc scene_different_mesh_types(): seq[Mesh] =
+  @[
+    NewMesh(
+      positions = [NewVec3f(0.0, -0.5), NewVec3f(0.5, 0.5), NewVec3f(-0.5, 0.5)],
+      uvs = [NewVec2f(0.0, -0.5), NewVec2f(0.5, 0.5), NewVec2f(-0.5, 0.5)],
+      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)],
+      material = mat,
+      transform = Translate(-0.7, -0.5),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.0, -0.4), NewVec3f(0.4, 0.4), NewVec3f(-0.4, 0.5)],
+      uvs = [NewVec2f(0.0, -0.4), NewVec2f(0.4, 0.4), NewVec2f(-0.4, 0.5)],
+      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)],
+      material = mat,
+      transform = Translate(0, -0.5),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.0, 0.5), NewVec3f(0.5, -0.5), NewVec3f(-0.5, -0.5)],
+      uvs = [NewVec2f(0.0, 0.5), NewVec2f(0.5, -0.5), NewVec2f(-0.5, -0.5)],
+      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)],
+      indices = [[0'u16, 2'u16, 1'u16]],
+      material = mat2,
+      transform = Translate(0.7, -0.5),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.0, 0.4), NewVec3f(0.4, -0.4), NewVec3f(-0.4, -0.4)],
+      uvs = [NewVec2f(0.0, 0.4), NewVec2f(0.4, -0.4), NewVec2f(-0.4, -0.4)],
+      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)],
+      indices = [[0'u16, 2'u16, 1'u16]],
+      material = mat2,
+      transform = Translate(-0.7, 0.5),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.4, 0.5), NewVec3f(0.9, -0.3), NewVec3f(0.0, -0.3)],
+      uvs = [NewVec2f(0.4, 0.5), NewVec2f(0.9, -0.3), NewVec2f(0.0, -0.3)],
+      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)],
+      indices = [[0'u32, 2'u32, 1'u32]],
+      autoResize = false,
+      material = mat2,
+      transform = Translate(0, 0.5),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.4, 0.5), NewVec3f(0.9, -0.3), NewVec3f(0.0, -0.3)],
+      uvs = [NewVec2f(0.4, 0.5), NewVec2f(0.9, -0.3), NewVec2f(0.0, -0.3)],
+      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)],
+      indices = [[0'u32, 2'u32, 1'u32]],
+      autoResize = false,
+      material = mat2,
+      transform = Translate(0.7, 0.5),
+    ),
+  ]
+
+proc scene_simple(): seq[Mesh] =
+  @[
+    NewMesh(
+      positions = [NewVec3f(0.0, -0.3), NewVec3f(0.3, 0.3), NewVec3f(-0.3, 0.3)],
+      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)],
+      uvs = [NewVec2f(0.0, -0.3), NewVec2f(0.3, 0.3), NewVec2f(-0.3, 0.3)],
+      material = mat,
+      transform = Translate(0.4, 0.4),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.0, -0.5), NewVec3f(0.5, 0.5), NewVec3f(-0.5, 0.5)],
+      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)],
+      uvs = [NewVec2f(0.0, -0.5), NewVec2f(0.5, 0.5), NewVec2f(-0.5, 0.5)],
+      material = mat,
+      transform = Translate(0.4, -0.4),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.0, -0.6), NewVec3f(0.6, 0.6), NewVec3f(-0.6, 0.6)],
+      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)],
+      uvs = [NewVec2f(0.0, -0.6), NewVec2f(0.6, 0.6), NewVec2f(-0.6, 0.6)],
+      indices = [[0'u32, 1'u32, 2'u32]],
+      autoResize = false,
+      material = mat,
+      transform = Translate(-0.4, 0.4),
+    ),
+    NewMesh(
+      positions = [NewVec3f(0.0, -0.8), NewVec3f(0.8, 0.8), NewVec3f(-0.8, 0.8)],
+      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)],
+      uvs = [NewVec2f(0.0, -0.8), NewVec2f(0.8, 0.8), NewVec2f(-0.8, 0.8)],
+      indices = [[0'u16, 1'u16, 2'u16]],
+      instanceTransforms = [Unit4F32, Unit4F32],
+      material = mat,
+      transform = Translate(-0.4, -0.4),
+    )
+  ]
+
+proc scene_primitives(): seq[Mesh] =
+  var r = Rect(color = "ff0000")
+  var t = Tri(color = "0000ff")
+  var c = Circle(color = "00ff00")
+  r.material = mat
+  t.material = mat
+  c.material = mat
+  r.transform = Translate(NewVec3f(0.5, -0.3))
+  t.transform = Translate(NewVec3f(0.3, 0.3))
+  c.transform = Translate(NewVec3f(-0.3, 0.1))
+  result = @[r, c, t]
+
+proc scene_flag(): seq[Mesh] =
+  @[
+    NewMesh(
+      positions = [NewVec3f(-1.0, -1.0), NewVec3f(1.0, -1.0), NewVec3f(1.0, 1.0), NewVec3f(-1.0, 1.0)],
+      uvs = [NewVec2f(-1.0, -1.0), NewVec2f(1.0, -1.0), NewVec2f(1.0, 1.0), NewVec2f(-1.0, 1.0)],
+      colors = [NewVec4f(-1, -1, 1, 1), NewVec4f(1, -1, 1, 1), NewVec4f(1, 1, 1, 1), NewVec4f(-1, 1, 1, 1)],
+      indices = [[0'u16, 1'u16, 2'u16], [2'u16, 3'u16, 0'u16]],
+      material = mat,
+      transform = Scale(0.5, 0.5)
+    )
+  ]
+
+proc scene_multi_material(): seq[Mesh] =
+  var
+    r1 = Rect(color = "ffffff")
+    r2 = Rect(color = "000000")
+  r1.material = mat
+  r2.material = mat3
+  r1.transform = Translate(NewVec3f(-0.5))
+  r2.transform = Translate(NewVec3f(+0.5))
+  result = @[r1, r2]
+
+proc main() =
+  var engine = InitEngine("Test")
+
+  # INIT RENDERER:
+  const
+    shaderConfiguration1 = CreateShaderConfiguration(
+      name = "shader1",
+      inputs = [
+        Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
+        Attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite),
+        Attr[Mat4]("transform", perInstance = true),
+      ],
+      intermediates = [
+        Attr[Vec4f]("outcolor"),
+      ],
+      outputs = [Attr[Vec4f]("color")],
+      samplers = [Attr[Texture]("baseTexture")],
+      vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = color;""",
+      fragmentCode = "color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;",
+    )
+    shaderConfiguration2 = CreateShaderConfiguration(
+      name = "shader2",
+      inputs = [
+        Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead),
+        Attr[Mat4]("transform", perInstance = true),
+      ],
+      intermediates = [Attr[Vec4f]("outcolor")],
+      outputs = [Attr[Vec4f]("color")],
+      uniforms = [Attr[Vec4f]("color", arrayCount = 1)],
+      vertexCode = """gl_Position = vec4(position, 1.0) * transform; outcolor = Uniforms.color[0];""",
+      fragmentCode = "color = outcolor;",
+    )
+  engine.InitRenderer({
+    Mat1Type: shaderConfiguration1,
+    Mat1Type: shaderConfiguration1,
+    Mat2Type: shaderConfiguration1,
+    SINGLE_COLOR_MATERIAL: shaderConfiguration2,
+  })
+
+  # INIT SCENES
+  var scenes = [
+    Scene(name: "simple", meshes: scene_simple()),
+    Scene(name: "different mesh types", meshes: scene_different_mesh_types()),
+    Scene(name: "primitives", meshes: scene_primitives()),
+    Scene(name: "flag", meshes: scene_flag()),
+    Scene(name: "multimaterial", meshes: scene_multi_material()),
+  ]
+
+  for scene in scenes.mitems:
+    engine.LoadScene(scene)
+
+  # MAINLOOP
+  echo "Setup successfull, start rendering"
+  for i in 0 ..< 3:
+    for scene in scenes.mitems:
+      echo "rendering scene ", scene.name
+      for i in 0 ..< 1000:
+        if not engine.UpdateInputs() or KeyIsDown(Escape):
+          engine.Destroy()
+          return
+        engine.RenderScene(scene)
+
+  # cleanup
+  echo "Start cleanup"
+  engine.Destroy()
+
+when isMainModule:
+  main()