Mercurial > games > semicongine
view tests/test_vulkan_wrapper.nim @ 128:9901ec3831d1
did: finish refactoring of render pipeline, yipi! :)
author | Sam <sam@basx.dev> |
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date | Mon, 17 Apr 2023 18:02:19 +0700 |
parents | 5871acc2977e |
children | 15d37022625c |
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import std/options import semicongine proc diagnostics(instance: Instance) = # diagnostic output # print basic driver infos echo "Layers" for layer in getLayers(): echo " " & layer echo "Instance extensions" for extension in getInstanceExtensions(): echo " " & extension echo "Devices" for device in instance.getPhysicalDevices(): echo " " & $device echo " Rating: " & $device.rateGraphics() echo " Extensions" for extension in device.getExtensions(): echo " " & $extension echo " Properties" echo " " & $device.getProperties() echo " Features" echo " " & $device.getFeatures() echo " Queue families" for queueFamily in device.getQueueFamilies(): echo " " & $queueFamily echo " Surface present modes" for mode in device.getSurfacePresentModes(): echo " " & $mode echo " Surface formats" for format in device.getSurfaceFormats(): echo " " & $format proc scene_different_mesh_types(): Entity = result = newEntity("root", newEntity("triangle1", newMesh( positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], )), newEntity("triangle1b", newMesh( positions=[newVec3f(0.0, -0.4), newVec3f(0.4, 0.4), newVec3f(-0.4, 0.5)], colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], )), newEntity("triangle2a", newMesh( positions=[newVec3f(0.0, 0.5), newVec3f(0.5, -0.5), newVec3f(-0.5, -0.5)], colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], indices=[[0'u16, 2'u16, 1'u16]] )), newEntity("triangle2b", newMesh( positions=[newVec3f(0.0, 0.4), newVec3f(0.4, -0.4), newVec3f(-0.4, -0.4)], colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], indices=[[0'u16, 2'u16, 1'u16]] )), newEntity("triangle3a", newMesh( positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], indices=[[0'u32, 2'u32, 1'u32]], autoResize=false )), newEntity("triangle3b", newMesh( positions=[newVec3f(0.4, 0.5), newVec3f(0.9, -0.3), newVec3f(0.0, -0.3)], colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], indices=[[0'u32, 2'u32, 1'u32]], autoResize=false )), ) for mesh in allComponentsOfType[Mesh](result): mesh.setInstanceData("translate", @[newVec3f()]) proc scene_simple(): Entity = var mymesh1 = newMesh( positions=[newVec3f(0.0, -0.3), newVec3f(0.3, 0.3), newVec3f(-0.3, 0.3)], colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], ) var mymesh2 = newMesh( positions=[newVec3f(0.0, -0.5), newVec3f(0.5, 0.5), newVec3f(-0.5, 0.5)], colors=[newVec3f(1.0, 0.0, 0.0), newVec3f(0.0, 1.0, 0.0), newVec3f(0.0, 0.0, 1.0)], ) var mymesh3 = newMesh( positions=[newVec3f(0.0, -0.6), newVec3f(0.6, 0.6), newVec3f(-0.6, 0.6)], colors=[newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0), newVec3f(1.0, 1.0, 0.0)], indices=[[0'u32, 1'u32, 2'u32]], autoResize=false ) var mymesh4 = newMesh( positions=[newVec3f(0.0, -0.8), newVec3f(0.8, 0.8), newVec3f(-0.8, 0.8)], colors=[newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0), newVec3f(0.0, 0.0, 1.0)], indices=[[0'u16, 1'u16, 2'u16]], instanceCount=2 ) mymesh1.setInstanceData("translate", @[newVec3f(0.3, 0.0)]) mymesh2.setInstanceData("translate", @[newVec3f(0.0, 0.3)]) mymesh3.setInstanceData("translate", @[newVec3f(-0.3, 0.0)]) mymesh4.setInstanceData("translate", @[newVec3f(0.0, -0.3), newVec3f(0.0, 0.5)]) result = newEntity("root", newEntity("triangle", mymesh4, mymesh3, mymesh2, mymesh1)) proc scene_primitives(): Entity = var r = rect(color="ff0000") var t = tri(color="0000ff") var c = circle(color="00ff00") setInstanceData[Vec3f](r, "translate", @[newVec3f(0.5, -0.3)]) setInstanceData[Vec3f](t, "translate", @[newVec3f(0.3, 0.3)]) setInstanceData[Vec3f](c, "translate", @[newVec3f(-0.3, 0.1)]) result = newEntity("root", t, r, c) when isMainModule: var engine = initEngine("Test") # INIT RENDERER: const vertexInput = @[ attr[Vec3f]("position", memoryLocation=VRAM), attr[Vec3f]("color", memoryLocation=VRAM), attr[Vec3f]("translate", perInstance=true) ] vertexOutput = @[attr[Vec3f]("outcolor")] uniforms = @[attr[float32]("time")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, outputs=vertexOutput, main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, outputs=fragOutput, main="color = vec4(outcolor, 1);" ) var surfaceFormat = engine.gpuDevice.physicalDevice.getSurfaceFormats().filterSurfaceFormat() renderPass = engine.gpuDevice.simpleForwardRenderPass(surfaceFormat.format, vertexCode, fragmentCode, 2) renderer = engine.gpuDevice.initRenderer([renderPass]) # INIT SCENE var scenes = [scene_simple(), scene_different_mesh_types(), scene_primitives()] var time = initShaderGlobal("time", 0.0'f32) for scene in scenes.mitems: scene.components.add time renderer.setupDrawableBuffers(scene, vertexInput) # MAINLOOP echo "Setup successfull, start rendering" for i in 0 ..< 3: for scene in scenes: for i in 0 ..< 1000: setValue[float32](time.value, get[float32](time.value) + 0.0005) discard renderer.render(scene) echo "Rendered ", renderer.framesRendered, " frames" # cleanup echo "Start cleanup" checkVkResult engine.gpuDevice.vk.vkDeviceWaitIdle() renderer.destroy() engine.destroy()