Mercurial > games > semicongine
view src/zamikongine/vertex.nim @ 486:9231df12b222
fix: build from scratch not working, remove temp shader files from compilation
author | Sam <sam@basx.dev> |
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date | Wed, 11 Jan 2023 11:43:22 +0700 |
parents | 14e5151f68d1 |
children | 680c4b8ca28a |
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import std/macros import std/strutils import std/strformat import std/typetraits import ./math/vector import ./vulkan type VertexAttributeType = SomeNumber|Vec VertexAttribute*[T:VertexAttributeType] = object data*: seq[T] template rawAttributeType(v: VertexAttribute): auto = get(genericParams(typeof(v)), 0) func datasize*(attribute: VertexAttribute): uint64 = uint64(sizeof(rawAttributeType(attribute))) * uint64(attribute.data.len) # from https://registry.khronos.org/vulkan/specs/1.3-extensions/html/chap15.html func nLocationSlots[T: VertexAttributeType](): int = when (T is Vec3[float64] or T is Vec3[uint64] or T is Vec4[float64] or T is Vec4[float64]): 2 else: 1 # numbers func getVkFormat[T: VertexAttributeType](): VkFormat = when T is uint8: VK_FORMAT_R8_UINT elif T is int8: VK_FORMAT_R8_SINT elif T is uint16: VK_FORMAT_R16_UINT elif T is int16: VK_FORMAT_R16_SINT elif T is uint32: VK_FORMAT_R32_UINT elif T is int32: VK_FORMAT_R32_SINT elif T is uint64: VK_FORMAT_R64_UINT elif T is int64: VK_FORMAT_R64_SINT elif T is float32: VK_FORMAT_R32_SFLOAT elif T is float64: VK_FORMAT_R64_SFLOAT elif T is Vec2[uint8]: VK_FORMAT_R8G8_UINT elif T is Vec2[int8]: VK_FORMAT_R8G8_SINT elif T is Vec2[uint16]: VK_FORMAT_R16G16_UINT elif T is Vec2[int16]: VK_FORMAT_R16G16_SINT elif T is Vec2[uint32]: VK_FORMAT_R32G32_UINT elif T is Vec2[int32]: VK_FORMAT_R32G32_SINT elif T is Vec2[uint64]: VK_FORMAT_R64G64_UINT elif T is Vec2[int64]: VK_FORMAT_R64G64_SINT elif T is Vec2[float32]: VK_FORMAT_R32G32_SFLOAT elif T is Vec2[float64]: VK_FORMAT_R64G64_SFLOAT elif T is Vec3[uint8]: VK_FORMAT_R8G8B8_UINT elif T is Vec3[int8]: VK_FORMAT_R8G8B8_SINT elif T is Vec3[uint16]: VK_FORMAT_R16G16B16_UINT elif T is Vec3[int16]: VK_FORMAT_R16G16B16_SINT elif T is Vec3[uint32]: VK_FORMAT_R32G32B32_UINT elif T is Vec3[int32]: VK_FORMAT_R32G32B32_SINT elif T is Vec3[uint64]: VK_FORMAT_R64G64B64_UINT elif T is Vec3[int64]: VK_FORMAT_R64G64B64_SINT elif T is Vec3[float32]: VK_FORMAT_R32G32B32_SFLOAT elif T is Vec3[float64]: VK_FORMAT_R64G64B64_SFLOAT elif T is Vec4[uint8]: VK_FORMAT_R8G8B8A8_UINT elif T is Vec4[int8]: VK_FORMAT_R8G8B8A8_SINT elif T is Vec4[uint16]: VK_FORMAT_R16G16B16A16_UINT elif T is Vec4[int16]: VK_FORMAT_R16G16B16A16_SINT elif T is Vec4[uint32]: VK_FORMAT_R32G32B32A32_UINT elif T is Vec4[int32]: VK_FORMAT_R32G32B32A32_SINT elif T is Vec4[uint64]: VK_FORMAT_R64G64B64A64_UINT elif T is Vec4[int64]: VK_FORMAT_R64G64B64A64_SINT elif T is Vec4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT elif T is Vec4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT func getGLSLType[T: VertexAttributeType](): string = # todo: likely not correct as we would need to enable some # extensions somewhere (Vulkan/GLSL compiler?) to have # everything work as intended. Or maybe the GPU driver does # some automagic conversion stuf.. when T is uint8: "uint" elif T is int8: "int" elif T is uint16: "uint" elif T is int16: "int" elif T is uint32: "uint" elif T is int32: "int" elif T is uint64: "uint" elif T is int64: "int" elif T is float32: "float" elif T is float64: "double" elif T is Vec2[uint8]: "uvec2" elif T is Vec2[int8]: "ivec2" elif T is Vec2[uint16]: "uvec2" elif T is Vec2[int16]: "ivec2" elif T is Vec2[uint32]: "uvec2" elif T is Vec2[int32]: "ivec2" elif T is Vec2[uint64]: "uvec2" elif T is Vec2[int64]: "ivec2" elif T is Vec2[float32]: "vec2" elif T is Vec2[float64]: "dvec2" elif T is Vec3[uint8]: "uvec3" elif T is Vec3[int8]: "ivec3" elif T is Vec3[uint16]: "uvec3" elif T is Vec3[int16]: "ivec3" elif T is Vec3[uint32]: "uvec3" elif T is Vec3[int32]: "ivec3" elif T is Vec3[uint64]: "uvec3" elif T is Vec3[int64]: "ivec3" elif T is Vec3[float32]: "vec3" elif T is Vec3[float64]: "dvec3" elif T is Vec4[uint8]: "uvec4" elif T is Vec4[int8]: "ivec4" elif T is Vec4[uint16]: "uvec4" elif T is Vec4[int16]: "ivec4" elif T is Vec4[uint32]: "uvec4" elif T is Vec4[int32]: "ivec4" elif T is Vec4[uint64]: "uvec4" elif T is Vec4[int64]: "ivec4" elif T is Vec4[float32]: "vec4" elif T is Vec4[float64]: "dvec4" func VertexCount*[T](t: T): uint32 = for name, value in t.fieldPairs: when typeof(value) is VertexAttribute: if result == 0: result = uint32(value.data.len) else: assert result == uint32(value.data.len) func generateGLSLDeclarations*[T](): string = var stmtList: seq[string] var i = 0 for name, value in T().fieldPairs: when typeof(value) is VertexAttribute: let glsltype = getGLSLType[rawAttributeType(value)]() let n = name stmtList.add(&"layout(location = {i}) in {glsltype} {n};") i += nLocationSlots[rawAttributeType(value)]() return stmtList.join("\n") func generateInputVertexBinding*[T](bindingoffset: int = 0, locationoffset: int = 0): seq[VkVertexInputBindingDescription] = # packed attribute data, not interleaved (aks "struct of arrays") var binding = bindingoffset for name, value in T().fieldPairs: when typeof(value) is VertexAttribute: result.add( VkVertexInputBindingDescription( binding: uint32(binding), stride: uint32(sizeof(rawAttributeType(value))), inputRate: VK_VERTEX_INPUT_RATE_VERTEX, # VK_VERTEX_INPUT_RATE_INSTANCE for instances ) ) binding += 1 func generateInputAttributeBinding*[T](bindingoffset: int = 0, locationoffset: int = 0): seq[VkVertexInputAttributeDescription] = # packed attribute data, not interleaved (aks "struct of arrays") var location = 0 var binding = bindingoffset for name, value in T().fieldPairs: when typeof(value) is VertexAttribute: result.add( VkVertexInputAttributeDescription( binding: uint32(binding), location: uint32(location), format: getVkFormat[rawAttributeType(value)](), offset: 0, ) ) location += nLocationSlots[rawAttributeType(value)]() binding += 1