Mercurial > games > semicongine
view tests/test_vulkan_wrapper.nim @ 1119:27f9f53a7597
fix: dirty namespace on windows
author | sam <sam@basx.dev> |
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date | Tue, 16 Apr 2024 02:42:39 +0700 |
parents | ac3025fcc324 |
children | 73b572f82a1f |
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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]) mat = SINGLE_TEXTURE_MATERIAL.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: { "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( 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( 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({ SINGLE_TEXTURE_MATERIAL: shaderConfiguration1, SINGLE_TEXTURE_MATERIAL: 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 engine.updateInputs() != Running or engine.keyIsDown(Escape): engine.destroy() return engine.renderScene(scene) # cleanup echo "Start cleanup" engine.destroy() when isMainModule: main()