Crafter.Graphics/examples/CustomShader/main.cpp

105 lines
4 KiB
C++
Raw Normal View History

2026-05-02 21:08:20 +02:00
// Tier 1 demo: a user-authored compute shader dispatched alongside the
// standard ones. The custom shader inverts RGB in the area covered by a
// list of circles. The mouse-tracking circle moves; two static ones sit
// on a striped background drawn with the standard DrawQuads shader.
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Event;
import std;
using namespace Crafter;
// Application-side item POD. Matches `struct InverseCircleItem { vec4
// centerRadius; }` in inverse-circle.comp.glsl byte-for-byte.
struct InverseCircleItem {
float cx, cy, radius, _pad;
};
int main() {
Device::Initialize();
Window window(1280, 720, "Custom Shader");
VkCommandBuffer init = window.StartInit();
DescriptorHeapVulkan heap;
heap.Initialize(/*images*/ 8, /*buffers*/ 8, /*samplers*/ 4);
window.descriptorHeap = &heap;
UIRenderer ui;
ui.Initialize(window, heap, init);
window.passes.push_back(&ui);
// Load the user-authored shader. Same wrapper as the four shipped with
// the library — there is no privileged path.
ComputeShader inverseCircle;
inverseCircle.Load("inverse-circle.comp.spv");
// User-owned buffers.
VulkanBuffer<QuadItem, true> quadsBuf;
VulkanBuffer<InverseCircleItem, true> invBuf;
quadsBuf.Create(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, 64);
invBuf.Create(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, 16);
auto quadsSlot = ui.RegisterBuffer(quadsBuf);
auto invSlot = ui.RegisterBuffer(invBuf);
EventListener<UIBuildArgs> buildSub(&ui.onBuild, [&](UIBuildArgs a) {
VkCommandBuffer cmd = a.cmd;
Rect canvas = Rect::FromWindow(window);
// Six vertical stripes covering the canvas — gives the inverse
// circles something visibly different to invert.
std::array<std::array<float, 4>, 6> palette = {{
{0.95f, 0.30f, 0.30f, 1.0f},
{0.95f, 0.65f, 0.20f, 1.0f},
{0.95f, 0.95f, 0.20f, 1.0f},
{0.30f, 0.85f, 0.30f, 1.0f},
{0.20f, 0.55f, 0.95f, 1.0f},
{0.65f, 0.30f, 0.95f, 1.0f},
}};
std::uint32_t qc = 0;
float stripeW = canvas.w / 6.0f;
for (int i = 0; i < 6; ++i) {
quadsBuf.value[qc++] = QuadItem{
i * stripeW, 0, stripeW, canvas.h,
palette[i][0], palette[i][1], palette[i][2], palette[i][3],
0, 0, 0, 0,
0, 0, 0, 0,
};
}
// Three inverse circles: one tracking the mouse, two stationary.
std::uint32_t ic = 0;
invBuf.value[ic++] = { window.currentMousePos.x, window.currentMousePos.y, 100.0f, 0.0f };
invBuf.value[ic++] = { canvas.w * 0.25f, canvas.h * 0.5f, 60.0f, 0.0f };
invBuf.value[ic++] = { canvas.w * 0.75f, canvas.h * 0.5f, 80.0f, 0.0f };
// Standard dispatch first — paints the stripes.
if (qc > 0) {
quadsBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
ui.DispatchQuads(cmd, quadsSlot, qc);
}
// Custom dispatch second — reads the stripes, inverts under
// circles, writes back. The library inserts the inter-dispatch
// SHADER_WRITE → SHADER_READ|WRITE barrier automatically.
if (ic > 0) {
invBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
struct PC { UIDispatchHeader hdr; } pc { ui.FillHeader(invSlot, ic) };
std::uint32_t gx = (window.width + 7) / 8;
std::uint32_t gy = (window.height + 7) / 8;
ui.Dispatch(cmd, inverseCircle, &pc, sizeof(pc), gx, gy, 1);
}
});
window.FinishInit();
window.Render();
window.StartUpdate();
window.StartSync();
}