Mercurial > games > semicongine
view tests/test_vulkan_wrapper.nim @ 653:ac7dfbd56cc6
add: textures now support in shader via scene data, also: improved config handling a bit, more to come
author | Sam <sam@basx.dev> |
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date | Sat, 06 May 2023 23:06:33 +0700 |
parents | 43240986f76d |
children | 744285b47a4d |
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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.properties echo " Features" echo " " & $device.features 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") r.setInstanceData("translate", @[newVec3f(0.5, -0.3)]) t.setInstanceData("translate", @[newVec3f(0.3, 0.3)]) c.setInstanceData("translate", @[newVec3f(-0.3, 0.1)]) result = newEntity("root", t, r, c) proc scene_flag(): Entity = var r = rect(color="ff0000") r.updateMeshData("color", @[newVec3f(0, 0), newVec3f(1, 0), newVec3f(1, 1), newVec3f(0, 1)]) result = newEntity("root", r) proc main() = var engine = initEngine("Test") # INIT RENDERER: const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite), attr[Vec3f]("translate", perInstance=true) ] vertexOutput = @[attr[Vec3f]("outcolor")] uniforms = @[attr[float32]("time")] samplers = @[attr[Sampler2DType]("my_little_texture")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, samplers=samplers, outputs=vertexOutput, main="""gl_Position = vec4(position + translate, 1.0); outcolor = color;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, samplers=samplers, outputs=fragOutput, main="color = texture(my_little_texture, outcolor.xy) * 0.5 + vec4(outcolor, 1) * 0.5;" ) var renderPass = engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) engine.setRenderer(renderPass) # INIT SCENES var scenes = [ newScene("simple", scene_simple()), newScene("different mesh types", scene_different_mesh_types()), newScene("primitives", scene_primitives()), newScene("flag", scene_flag()), ] for scene in scenes.mitems: scene.addShaderGlobal("time", 0.0'f32) let (R, W) = ([255'u8, 0'u8, 0'u8, 255'u8], [255'u8, 255'u8, 255'u8, 255'u8]) scene.addTexture("my_little_texture", TextureImage(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, ])) engine.addScene(scene, vertexInput) # MAINLOOP echo "Setup successfull, start rendering" for i in 0 ..< 3: for scene in scenes.mitems: for i in 0 ..< 1000: if engine.updateInputs() != Running or engine.keyIsDown(Escape): engine.destroy() return setShaderGlobal(scene, "time", getShaderGlobal[float32](scene, "time") + 0.0005'f) engine.renderScene(scene) echo "Rendered ", engine.framesRendered, " frames" echo "Processed ", engine.eventsProcessed, " events" # cleanup echo "Start cleanup" engine.destroy() when isMainModule: main()