Mercurial > games > semicongine
changeset 594:512d33d314c4
add: correct swapchain destruction, update 1st example to be working
author | Sam <sam@basx.dev> |
---|---|
date | Thu, 20 Apr 2023 21:59:52 +0700 |
parents | dfd554f8487a |
children | 7f7e797335ed |
files | examples/E01_hello_triangle.nim src/semicongine/engine.nim src/semicongine/renderer.nim src/semicongine/vulkan/pipeline.nim src/semicongine/vulkan/renderpass.nim src/semicongine/vulkan/swapchain.nim |
diffstat | 6 files changed, 61 insertions(+), 53 deletions(-) [+] |
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--- a/examples/E01_hello_triangle.nim Thu Apr 20 01:00:48 2023 +0700 +++ b/examples/E01_hello_triangle.nim Thu Apr 20 21:59:52 2023 +0700 @@ -1,55 +1,45 @@ -import std/times import std/strutils import std/enumerate import semicongine -type - # define type of vertex - VertexDataA = object - position: PositionAttribute[Vec2] - color: ColorAttribute[Vec3] - -var pipeline: RenderPipeline[VertexDataA, void] - -proc globalUpdate(engine: var Engine, t, dt: float32) = - discard - -# vertex data (types must match the above VertexAttributes) -const - triangle_pos = @[ - Vec2([0.0'f32, -0.5'f32]), - Vec2([0.5'f32, 0.5'f32]), - Vec2([-0.5'f32, 0.5'f32]), - ] - triangle_color = @[ - Vec3([1.0'f32, 0.0'f32, 0.0'f32]), - Vec3([0.0'f32, 1.0'f32, 0.0'f32]), - Vec3([0.0'f32, 0.0'f32, 1.0'f32]), - ] -when isMainModule: - var myengine = igniteEngine("Hello triangle") - - # build a mesh - var trianglemesh = new Mesh[VertexDataA, uint16] - trianglemesh.vertexData = VertexDataA( - position: PositionAttribute[Vec2](data: triangle_pos), - color: ColorAttribute[Vec3](data: triangle_color), +const + vertexInput = @[ + attr[Vec3f]("position", memoryLocation=VRAM), + attr[Vec3f]("color", memoryLocation=VRAM), + ] + vertexOutput = @[attr[Vec3f]("outcolor")] + fragOutput = @[attr[Vec4f]("color")] + vertexCode = compileGlslShader( + stage=VK_SHADER_STAGE_VERTEX_BIT, + inputs=vertexInput, + outputs=vertexOutput, + main="""gl_Position = vec4(position, 1.0); outcolor = color;""" ) - # build a single-object scene graph - var triangle = newThing("triangle", trianglemesh) + fragmentCode = compileGlslShader( + stage=VK_SHADER_STAGE_FRAGMENT_BIT, + inputs=vertexOutput, + outputs=fragOutput, + main="color = vec4(outcolor, 1);" + ) - # upload data, prepare shaders, etc - const vertexShader = generateVertexShaderCode[VertexDataA, void]() - const fragmentShader = generateFragmentShaderCode[VertexDataA]() - pipeline = setupPipeline[VertexDataA, void, uint16]( - myengine, - triangle, - vertexShader, - fragmentShader +var + triangle = newEntity( + "triangle", + newMesh( + [newVec3f(-0.5, 0.5), newVec3f(0, -0.5), newVec3f(0.5, 0.5)], + [X, Y, Z], + ) ) - # show something - myengine.run(pipeline, globalUpdate) - pipeline.trash() - myengine.trash() + myengine = initEngine("Hello triangle") + renderPass = myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode) + +myengine.setRenderer(renderPass) +myengine.addScene(triangle, vertexInput) + +while myengine.running and not myengine.keyWasPressed(Escape): + myengine.updateInputs() + myengine.renderScene(triangle) + +myengine.destroy()
--- a/src/semicongine/engine.nim Thu Apr 20 01:00:48 2023 +0700 +++ b/src/semicongine/engine.nim Thu Apr 20 21:59:52 2023 +0700 @@ -43,6 +43,7 @@ engine.debugger.destroy() engine.instance.destroy() engine.window.destroy() + engine.running = false proc initEngine*( @@ -88,11 +89,13 @@ engine.renderer.setupDrawableBuffers(entity, vertexInput) proc renderScene*(engine: var Engine, entity: Entity) = - assert engine.running - engine.renderer.render(entity) + if engine.running: + engine.renderer.render(entity) proc updateInputs*(engine: var Engine) = - assert engine.running + if not engine.running: + return + engine.input.keyWasPressed = {} engine.input.keyWasReleased = {} engine.input.mouseWasPressed = {}
--- a/src/semicongine/renderer.nim Thu Apr 20 01:00:48 2023 +0700 +++ b/src/semicongine/renderer.nim Thu Apr 20 21:59:52 2023 +0700 @@ -177,7 +177,7 @@ raise newException(Exception, "Unable to recreate swapchain") if oldSwapchain.vk.valid: - oldSwapchain.queueFinishedFence[oldSwapchain.currentInFlight].wait() + checkVkResult renderer.device.vk.vkDeviceWaitIdle() oldSwapchain.destroy()
--- a/src/semicongine/vulkan/pipeline.nim Thu Apr 20 01:00:48 2023 +0700 +++ b/src/semicongine/vulkan/pipeline.nim Thu Apr 20 21:59:52 2023 +0700 @@ -43,6 +43,8 @@ var uniformBufferSize = 0'u64 for uniform in pipeline.uniforms: uniformBufferSize += uniform.thetype.size + if uniformBufferSize == 0: + return for i in 0 ..< inFlightFrames: var buffer = pipeline.device.createBuffer( @@ -187,6 +189,8 @@ result.setupUniforms(inFlightFrames=inFlightFrames) proc updateUniforms*(pipeline: Pipeline, rootEntity: Entity, currentInFlight: int) = + if pipeline.uniformBuffers.len == 0: + return assert pipeline.vk.valid assert pipeline.uniformBuffers[currentInFlight].vk.valid
--- a/src/semicongine/vulkan/renderpass.nim Thu Apr 20 01:00:48 2023 +0700 +++ b/src/semicongine/vulkan/renderpass.nim Thu Apr 20 21:59:52 2023 +0700 @@ -4,6 +4,7 @@ import ./api import ./utils import ./device +import ./physicaldevice import ./pipeline import ./shader import ./framebuffer @@ -65,11 +66,21 @@ result.subpasses = pSubpasses checkVkResult device.vk.vkCreateRenderPass(addr(createInfo), nil, addr(result.vk)) -proc simpleForwardRenderPass*(device: Device, format: VkFormat, vertexCode: ShaderCode, fragmentCode: ShaderCode, inFlightFrames: int, clearColor=Vec4f([0.8'f32, 0.8'f32, 0.8'f32, 1'f32])): RenderPass = +proc simpleForwardRenderPass*( + device: Device, + vertexCode: ShaderCode, + fragmentCode: ShaderCode, + inFlightFrames: int = 2, + format = VkFormat(0), + clearColor=Vec4f([0.8'f32, 0.8'f32, 0.8'f32, 1'f32]) +): RenderPass = assert device.vk.valid + var theformat = format + if theformat == VkFormat(0): + theformat = device.physicalDevice.getSurfaceFormats().filterSurfaceFormat().format var attachments = @[VkAttachmentDescription( - format: format, + format: theformat, samples: VK_SAMPLE_COUNT_1_BIT, loadOp: VK_ATTACHMENT_LOAD_OP_CLEAR, storeOp: VK_ATTACHMENT_STORE_OP_STORE,
--- a/src/semicongine/vulkan/swapchain.nim Thu Apr 20 01:00:48 2023 +0700 +++ b/src/semicongine/vulkan/swapchain.nim Thu Apr 20 21:59:52 2023 +0700 @@ -35,7 +35,7 @@ queueFamily: QueueFamily imageCount: uint32 presentMode: VkPresentModeKHR - inFlightFrames: int + inFlightFrames*: int proc createSwapchain*(