82 lines
3.2 KiB
C++
82 lines
3.2 KiB
C++
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#include <vulkan/vulkan.h>
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import Crafter.Event;
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import Crafter.Graphics;
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using namespace Crafter;
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/*
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This typedefs a shader configuration we will use, this includes all necessary info to load in the shader from a file.
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*/
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typedef VulkanShader<
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"MeshShaderXYZ.spirv", //the filename of the shader
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"main", //the name of the entrypoint symbol of the shader
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VK_SHADER_STAGE_MESH_BIT_EXT, //the shader stage
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3, //how many descriptors this shader has
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{{{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2}}}//an array of descriptor types and their binding slot, 1 unfiform for the mvp and 2 for vertex and index.
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> MeshShaderSpirv;
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typedef VulkanShader<"FragmentShaderSolidWhite.spirv", "main", VK_SHADER_STAGE_FRAGMENT_BIT, 0, {}> FragmentShader;
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/*
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This typedefs the pipeline we will use, for each combination of mesh and fragment shader a new pipeline must be used, but this pipeline can be shared with each object using this combination.
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*/
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typedef VulkanPipeline<MeshShaderSpirv, FragmentShader> Pipeline;
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int main() {
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VulkanDevice::CreateDevice();
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WindowWaylandVulkan window("HelloWindow", 1280, 720);
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/*
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Each shader and pipeline must be created before use.
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*/
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MeshShaderSpirv::CreateShader();
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FragmentShader::CreateShader();
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Pipeline::CreatePipeline();
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/*
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Create a mesh typed on Vertex, which is a vertex type with only a position, it holds 3 vertexes and 3 indexes for our triangle.
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*/
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Mesh<Vertex> triangle(3, 3);
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triangle.verticies.value[0] = {0, -0.3, 0, 1};
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triangle.verticies.value[1] = {0.3, 0.3, 0, 1};
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triangle.verticies.value[2] = {-0.3, 0.3, 0, 1};
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triangle.indicies.value[0] = 0;
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triangle.indicies.value[1] = 1;
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triangle.indicies.value[2] = 2;
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/*
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Use the created traingle mesh in a meshShader to render it.
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*/
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MeshShader<Vertex> meshShader(&triangle);
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/*
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Create a DescriptorSet to hold the descriptors of our meshShader, since our fragment shader doesn't use any.
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We are writing to the 0 index in the set because the mesh shader is the first stage.
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For fragment shaders write to the 1 index.
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*/
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DescriptorSet<MeshShaderSpirv, FragmentShader> descriptors;
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meshShader.WriteDescriptors(descriptors.set[0]);
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/*
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Create a listener on the window onDraw event that gets a command buffer, this event is called for each frame and where drawing happens.
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*/
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EventListener<VkCommandBuffer> listener(&window.onDraw, [&descriptors, &meshShader](VkCommandBuffer cmd){
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/*
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Bind the descriptor set we created earlier, CreatePipeline() creates Pipeline::pipelineLayout and Pipeline::pipeline.
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*/
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipelineLayout, 0, 2, &descriptors.set[0], 0, NULL);
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/*
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Bind our pipeline, these can use static members because of the templating.
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*/
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipeline);
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/*
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Launch our mesh shader with the required threads.
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*/
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VulkanDevice::vkCmdDrawMeshTasksEXTProc(cmd, meshShader.threadCount, 1, 1);
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});
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window.StartSync();
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}
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