Mercurial > games > semicongine
view test1.nim @ 1207:804ff842d377 compiletime-tests
fix: problems with include-structure on windows
author | sam@sambook-windows.localdomain |
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date | Tue, 16 Jul 2024 15:56:55 +0700 |
parents | e2901100a596 |
children |
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import std/os import std/monotimes import std/times import std/options import semicongine type MeshA = object position: GPUArray[Vec3f, VertexBuffer] indices: GPUArray[uint16, IndexBuffer] InstanceA = object rotation: GPUArray[Vec4f, VertexBuffer] objPosition: GPUArray[Vec3f, VertexBuffer] MaterialA = object reflection: float32 baseColor: Vec3f UniformsA = object defaultTexture: Texture[TVec4[uint8]] defaultMaterial: GPUValue[MaterialA, UniformBuffer] materials: GPUValue[array[3, MaterialA], UniformBuffer] materialTextures: array[3, Texture[TVec4[uint8]]] ShaderSettings = object gamma: float32 GlobalsA = object fontAtlas: Texture[TVec4[uint8]] settings: GPUValue[ShaderSettings, UniformBuffer] ShaderA = object # vertex input position {.VertexAttribute.}: Vec3f # objPosition {.InstanceAttribute.}: Vec3f # rotation {.InstanceAttribute.}: Vec4f # intermediate test {.Pass.}: float32 test1 {.PassFlat.}: Vec3f # output color {.ShaderOutput.}: Vec4f # descriptor sets globals: DescriptorSet[GlobalsA, GlobalSet] uniforms: DescriptorSet[UniformsA, MaterialSet] # code vertexCode: string = """void main() { gl_Position = vec4(position, 1); }""" fragmentCode: string = """void main() { color = vec4(1, 0, 0, 1); }""" InitVulkan() var myMesh1 = MeshA( position: asGPUArray([NewVec3f(-0.5, -0.5), NewVec3f(0, 0.5), NewVec3f(0.5, -0.5)], VertexBuffer), indices: asGPUArray([0'u16, 1'u16, 2'u16], IndexBuffer), ) var uniforms1 = DescriptorSet[UniformsA, MaterialSet]( data: UniformsA( defaultTexture: Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), materials: GPUValue[array[3, MaterialA], UniformBuffer](data: [ MaterialA(reflection: 0, baseColor: NewVec3f(1, 0, 0)), MaterialA(reflection: 0.1, baseColor: NewVec3f(0, 1, 0)), MaterialA(reflection: 0.5, baseColor: NewVec3f(0, 0, 1)), ]), materialTextures: [ Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), ] ) ) var instances1 = InstanceA( rotation: GPUArray[Vec4f, VertexBuffer](data: @[NewVec4f(1, 0, 0, 0.1), NewVec4f(0, 1, 0, 0.1)]), objPosition: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, 0), NewVec3f(1, 1, 1)]), ) var myGlobals = DescriptorSet[GlobalsA, GlobalSet]( data: GlobalsA( fontAtlas: Texture[TVec4[uint8]](width: 1, height: 1, data: @[TVec4[uint8]([0'u8, 0'u8, 0'u8, 1'u8])]), settings: GPUValue[ShaderSettings, UniformBuffer](data: ShaderSettings(gamma: 1.0)) ) ) let mainRenderpass = CreatePresentationRenderPass() var swapchain = InitSwapchain(renderpass = mainRenderpass).get() var pipeline1 = CreatePipeline[ShaderA](renderPass = mainRenderpass) var renderdata = InitRenderData() # buffer assignment echo "Assigning buffers to GPUData fields" AssignBuffers(renderdata, myMesh1) AssignBuffers(renderdata, instances1) AssignBuffers(renderdata, myGlobals) AssignBuffers(renderdata, uniforms1) renderdata.UploadTextures(myGlobals) renderdata.UploadTextures(uniforms1) # copy everything to GPU echo "Copying all data to GPU memory" renderdata.FlushAllMemory() # descriptors echo "Writing descriptors" InitDescriptorSet(renderdata, pipeline1.GetLayoutFor(GlobalSet), myGlobals) InitDescriptorSet(renderdata, pipeline1.GetLayoutFor(MaterialSet), uniforms1) # main loop var t = getMonoTime() while UpdateInputs(): WithNextFrame(swapchain, framebuffer, commandbuffer): WithRenderPass(mainRenderpass, framebuffer, commandbuffer, swapchain.width, swapchain.height, NewVec4f(0, 0, 0, 0)): WithPipeline(commandbuffer, pipeline1): WithBind(commandBuffer, myGlobals, uniforms1, pipeline1, swapchain.currentFiF.int): Render( commandbuffer = commandbuffer, pipeline = pipeline1, globalSet = myGlobals, materialSet = uniforms1, mesh = myMesh1, # instances = instances1, ) echo (getMonoTime() - t).inMicroseconds.float / 1000.0 t = getMonoTime() # cleanup checkVkResult vkDeviceWaitIdle(vulkan.device) DestroyPipeline(pipeline1) vkDestroyRenderPass(vulkan.device, mainRenderpass, nil) DestroyRenderData(renderdata) DestroySwapchain(swapchain) DestroyVulkan()