Mercurial > games > semicongine
view test1.nim @ 1198:96a094cd0c78 compiletime-tests
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author | sam <sam@basx.dev> |
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date | Sat, 13 Jul 2024 19:26:03 +0700 |
parents | f6a0dc7ad052 |
children | ba1af13233ee |
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import std/os 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() {}" fragmentCode: string = "void main() {}" let frameWidth = 100'u32 let frameHeight = 100'u32 var myMesh1 = MeshA( position: GPUArray[Vec3f, VertexBuffer](data: @[NewVec3f(0, 0, ), NewVec3f(0, 0, ), NewVec3f(0, 0, )]), ) 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 renderpass = CreatePresentationRenderPass() var swapchainResult = InitSwapchain(renderpass = renderpass) assert swapchainResult.isSome() var swapchain = swapchainResult.get() # shaders var pipeline1 = CreatePipeline[ShaderA](renderPass = renderpass) 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" UpdateAllGPUBuffers(myMesh1) UpdateAllGPUBuffers(instances1) UpdateAllGPUBuffers(uniforms1) UpdateAllGPUBuffers(myGlobals) renderdata.FlushAllMemory() # descriptors echo "Writing descriptors" InitDescriptorSet(renderdata, pipeline1.GetLayoutFor(GlobalSet), myGlobals) InitDescriptorSet(renderdata, pipeline1.GetLayoutFor(MaterialSet), uniforms1) # start command buffer while true: RecordRenderingCommands(swapchain, framebuffer, commandbuffer): var clearColors = [VkClearValue(color: VkClearColorValue(float32: [0, 0, 0, 0]))] renderPassInfo = VkRenderPassBeginInfo( sType: VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, renderPass: renderpass, framebuffer: framebuffer, renderArea: VkRect2D( offset: VkOffset2D(x: 0, y: 0), extent: VkExtent2D(width: frameWidth, height: frameHeight), ), clearValueCount: uint32(clearColors.len), pClearValues: clearColors.ToCPointer(), ) viewport = VkViewport( x: 0.0, y: 0.0, width: frameWidth.float32, height: frameHeight.float32, minDepth: 0.0, maxDepth: 1.0, ) scissor = VkRect2D( offset: VkOffset2D(x: 0, y: 0), extent: VkExtent2D(width: frameWidth, height: frameHeight) ) vkCmdBeginRenderPass(commandbuffer, addr(renderPassInfo), VK_SUBPASS_CONTENTS_INLINE) # setup viewport vkCmdSetViewport(commandbuffer, firstViewport = 0, viewportCount = 1, addr(viewport)) vkCmdSetScissor(commandbuffer, firstScissor = 0, scissorCount = 1, addr(scissor)) # bind pipeline, will be loop # block: # Bind(pipeline1, commandbuffer, currentFrameInFlight = currentFrameInFlight) # render object, will be loop # block: # Render(commandbuffer, pipeline1, myGlobals, uniforms1, myMesh1, instances1) vkCmdEndRenderPass(commandbuffer)