UI rewrite 3rd attempt

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Jorijn van der Graaf 2026-05-02 21:08:20 +02:00
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README.md
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# Crafter.Graphics
Catcrafts' Vulkan-based graphics + UI library. C++20 modules, ray-traced 3D, compute-shader UI, fully bindless via `VK_EXT_descriptor_heap`.
Vulkan-based graphics library built around C++20 modules and the bindless
`VK_EXT_descriptor_heap` extension. Provides window management, ray
tracing, and a compute-shader-driven UI on a single, opinionated stack.
This is **V2** of the library — a from-scratch rewrite that replaces the
old `RenderingElement2D`-style UI (verbose, no batching, per-element
descriptor surgery) with a declarative widget tree rendered through a
single compute dispatch.
## What's in here
## Capabilities
- **Window** — Wayland and Win32 backends, swapchain ring, frame pacing,
input events. Pick a backend at build time via the target triple.
- **Device** — single-Vulkan-instance bring-up. The library targets
`VK_EXT_descriptor_heap` exclusively; pipelines are created with
`VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT` so there are no
descriptor-set layouts and push constants travel via
`vkCmdPushDataEXT`.
- **DescriptorHeapVulkan** — bindless slot allocator. `AllocateImageSlots`
/ `AllocateBufferSlots` / `AllocateSamplerSlots`, with byte-offset
helpers for direct descriptor writes.
- **VulkanBuffer\<T, Mapped\>** — typed buffer with optional host mapping
and a `FlushDevice` that issues the right host-write barrier.
- **ImageVulkan\<Pixel\>** — image + staging buffer, mip-chain support,
one-shot uploads via a command buffer.
- **PipelineRTVulkan / ShaderBindingTableVulkan / RTPass** — ray-tracing
pipeline, SBT, and a `RenderPass` that dispatches it.
- **ComputeShader** — the Tier 1 wrapper used by the UI system. Loads a
`.spv`, builds a heap-bound compute pipeline, dispatches with
`vkCmdPushDataEXT`. Use it directly for any custom compute.
- **UI** — three-tier UI system; see below.
- **FontAtlas** — single-channel SDF atlas (1024×1024, 32pt base,
shelf-packed, lazy `Ensure` per codepoint, dirty-flush via `Update`).
- **Mesh / RenderingElement3D / Animation** — BLAS/TLAS construction
and 3D scene plumbing for the ray-tracing path.
- **3D rendering** through `VK_KHR_ray_tracing_pipeline`. `RTPass` is the
reusable wrapper; `Mesh` builds BLAS, `RenderingElement3D` builds TLAS.
- **2D / UI rendering** through one compute shader per frame. Widgets
emit `UIItem`s into a per-frame mapped SSBO; the shader scans it and
composites onto the swapchain image. SDF glyph atlas means one
texture covers all sizes / DPI scales.
- **Bindless descriptor model** via `VK_EXT_descriptor_heap` — one
resource heap + one sampler heap, bound once per frame. RT and UI
passes share the same heap.
- **`Window::passes`** — render passes are pluggable (`RenderPass*`
vector). Add `RTPass`, `UIScene`, your own pass, in any order. Window
inserts storage→storage barriers between consecutive passes.
- **Cross-platform window backend** — Wayland (with fractional scale +
XKB keyboard) or Win32, picked at compile time from the target triple.
## UI system (three tiers)
## Quick start
The UI is *deliberately* layered to balance no-boilerplate against
no-lock-in:
- **Tier 1 — `ComputeShader`.** Load any `.spv`, dispatch with push
constants, library inserts inter-dispatch barriers. The escape hatch:
if the standard shaders don't fit, write your own compute and
dispatch it next to them.
- **Tier 2 — `UIRenderer` + standard shaders.** Four shipped compute
shaders (`drawQuads`, `drawCircles`, `drawImages`, `drawText`), POD
item structs (`QuadItem`, `CircleItem`, `ImageItem`, `GlyphItem`), a
shared GLSL contract in [shaders/ui-shared.glsl](shaders/ui-shared.glsl),
and helpers (`RegisterBuffer`, `RegisterImage`, `RegisterSampler`,
`FillHeader`, `Dispatch*`, `ShapeText`). You build your own per-shader
SSBOs (manual batching) and call one `Dispatch*` per shader type per
frame. Item array order = draw order.
- **Tier 3 — stateless presentation functions.** `DrawButton`,
`DrawCheckbox`, `DrawSlider`, `DrawProgressBar`. Each is a small
function that *appends* items to your buffers — they don't dispatch.
Colors come in as small inline `*Colors` aggregates, no library
`Theme` type. **The source is the customization API**: if a
component doesn't fit, copy its body and edit it. No virtual hooks,
no extension points.
What's *not* in the UI: widget tree, layout engine (just a `Rect::SubRect`
carving helper), theming, hit-testing, focus management. State for
interactive components (hover, drag, focus) lives in user-owned POD
structs, not the library.
### UI dispatch model
Standard shaders dispatch one workgroup per 8×8 *screen tile* — each
thread iterates every item in the SSBO in array order, accumulating
into a local `dst`, and stores once. Total cost is `O(W·H·N)`; works
well up to a few hundred items at 1080p. Splitting one buffer into
multiple dispatches doesn't help — the same total work plus barrier
overhead. If you need to render thousands of UI items, you want a
different shader (tile binning, per-item-list resolve), not more
dispatches.
## Build
The repository is built with `crafter-build` (a project-config based
build system; the project description lives in `project.cpp`):
```bash
# Build the library
cd Crafter.Graphics2
crafter-build
# Build + run an example
cd examples/VulkanUI
crafter-build -r
crafter-build # build the library
crafter-build -r # build and run (in an example directory)
```
Build dependencies (cloned automatically): `Vulkan-Headers`,
`Vulkan-Utility-Libraries`, `Crafter.Event`, `Crafter.Math`,
`Crafter.Asset`. System dependencies: `clang++` with C++20 modules and
`libstd` PCM, `libvulkan`, `libwayland-client` + `xkbcommon`
(or `kernel32/user32/gdi32` on Windows).
## Module layout
The library is one C++20 module, `Crafter.Graphics`, with partitions
grouped by concern:
| Partition family | Purpose |
|------------------------|------------------------------------------------------------|
| `:Window`, `:Device` | Window + Vulkan instance/device |
| `:RenderPass`, `:RTPass` | Pluggable pass interface + ray-tracing helper |
| `:DescriptorHeapVulkan`, `:VulkanBuffer`, `:ImageVulkan`, `:SamplerVulkan` | Bindless heap + GPU buffers / images / samplers |
| `:PipelineRTVulkan`, `:ShaderVulkan`, `:ShaderBindingTableVulkan` | RT pipeline plumbing |
| `:Mesh`, `:RenderingElement3D` | BLAS / TLAS for ray tracing |
| `:Font` | TTF loading + UTF-8 metrics |
| `:UI*` | Widget tree, layout, hit-testing, theme, draw list, atlas, renderer, scene |
The umbrella `import Crafter.Graphics;` re-exports everything.
## UI architecture (one paragraph)
Widgets are value types with a fluent builder API. Composite containers
(`VStack`, `HStack`, `Stack`, `Overlay`, `TabView`, `ScrollView`) take
children as `&&` parameter packs and own them inside a `UIScene` arena.
Layout is two-pass measure/arrange (WPF / Avalonia / Flutter style)
with `Length::Px` / `Pct` / `Auto` / `Frac` units and DPI scaling
threaded through. Each frame, `UIScene` walks the tree, emits a flat
`UIItem` array into a mapped SSBO, and the compute shader scans it
front-to-back compositing rectangles, rounded rectangles, SDF glyphs,
and bindless images. Mouse clicks bubble through `OnMouseClick`; focus
+ `OnTextInput` / `OnKeyDown` route to the focused widget. Themes are
flat structs (`ButtonStyle`, `InputFieldStyle`) applied per-instance via
`.style(theme.primary)`.
The build picks the window backend automatically: Wayland on Linux,
Win32 on Windows / mingw. Cross-compile via the standard `--target=...`
flag.
## Examples
- [`examples/VulkanTriangle`](examples/VulkanTriangle/) — minimal
ray-traced triangle. The reference for `RTPass` + descriptor heap
setup with no UI.
- [`examples/VulkanUI`](examples/VulkanUI/) — the full Phase 2/3
surface: stacks, themed buttons, progress bar, tab view, focusable
input fields with caret blink + key repeat.
- [`examples/VulkanAnimated`](examples/VulkanAnimated/) — `Observable<T>`
+ per-frame ticks driving live HUD bars and labels with no manual
invalidation.
See [examples/](examples/). Quick map:
## V1 known limitations
- Single-font, LTR-only text. No bold / italic / kerning beyond stb's
default. No multi-line wrap or BiDi.
- No tile-binning in the UI compute shader; the naive front-to-back
per-pixel scan handles a few hundred items effortlessly. Past
~5,000 items the data layout supports tile-binning without an API
change.
- No render-target-to-texture for world-space UI yet.
- No animation primitives in the UI module — drive `Observable<T>`s
yourself from `onUpdate`.
## Status
Phase 1, 2, and 3 V1 of the rewrite are complete:
ray-traced 3D path migrated to `RenderPass`, full UI widget set
rendering through compute, focus + keyboard input + Wayland key repeat
working end-to-end. Verified on NVIDIA GeForce RTX 4090 with
`VK_EXT_descriptor_heap` and `VK_LAYER_KHRONOS_validation` clean.
- [HelloWindow](examples/HelloWindow/) — minimal window, no rendering.
- [VulkanTriangle](examples/VulkanTriangle/) — ray-traced triangle, the
smallest test of the bindless + ray-tracing path.
- [HelloUI](examples/HelloUI/) — UI smoke test using all three tiers
(background quad, slider, progress bar, button with text label,
cursor-tracking circle).
- [CustomShader](examples/CustomShader/) — Tier 1 demo: a user-authored
compute shader inverting RGB under a list of item-circles, dispatched
alongside the standard `drawQuads`. The "could attempt #2 do this?" test.
## License
LGPL v3 — see [LICENSE](LICENSE).
LGPL 3.0. See per-file headers and `LICENSE`.

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// Custom UI compute shader. Demonstrates the Tier 1 dispatch path:
// the user defines their own item struct, writes their own GLSL alongside
// the standard shaders (sharing the same UIDispatchHeader contract via
// ui-shared.glsl), and dispatches it via UIRenderer::Dispatch.
//
// What it does: each item is a circle. For every pixel the workgroup tile
// owns, if the pixel falls inside any item-circle, the pixel's RGB is
// inverted (1 - rgb). Composes naturally with whatever previous dispatches
// drew into the swapchain image — works on top of standard quads, custom
// effects, anything.
#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
// Application-defined item: just (cx, cy, radius, _pad). Layout matches the
// C++ InverseCircleItem struct in main.cpp byte-for-byte under std430.
struct InverseCircleItem {
vec4 centerRadius;
};
layout(descriptor_heap, std430) readonly buffer InvCircleBuf {
InverseCircleItem items[];
} invCircleHeap[];
// NVIDIA workaround — same per-member-load pattern the library shaders use
// for the descriptor-heap'd SSBO composite-load issue.
InverseCircleItem LoadInverseCircleItem(uint heap, uint i) {
InverseCircleItem it;
it.centerRadius = invCircleHeap[heap].items[i].centerRadius;
return it;
}
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec2 sp = vec2(screenPx) + 0.5;
// Find the strongest circle coverage at this pixel — using max instead
// of literal per-item invert so overlapping circles don't double-invert
// back to the original.
float coverage = 0.0;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
InverseCircleItem it = LoadInverseCircleItem(pc.hdr.itemBuffer, i);
vec2 c = it.centerRadius.xy;
float r = it.centerRadius.z;
float d = length(sp - c) - r;
coverage = max(coverage, clamp(0.5 - d, 0.0, 1.0));
}
if (coverage <= 0.0) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
dst.rgb = mix(dst.rgb, vec3(1.0) - dst.rgb, coverage);
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}

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// 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();
}

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@ -4,16 +4,15 @@ namespace fs = std::filesystem;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
std::vector<std::string> graphicsArgs(args.begin(), args.end());
Configuration* graphics = LocalProject({
.projectFile = "../../project.cpp",
.args = graphicsArgs,
.args = std::vector<std::string>(args.begin(), args.end()),
});
Configuration cfg;
cfg.path = "./";
cfg.name = "VulkanAnimated";
cfg.outputName = "VulkanAnimated";
cfg.name = "CustomShader";
cfg.outputName = "CustomShader";
ApplyStandardArgs(cfg, args);
cfg.dependencies = { graphics };
@ -21,7 +20,6 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
std::array<fs::path, 1> impls = { "main" };
cfg.GetInterfacesAndImplementations(ifaces, impls);
cfg.files.push_back("Inter.ttf");
cfg.shaders.emplace_back(fs::path("inverse-circle.comp.glsl"), std::string("main"), ShaderType::Compute);
return cfg;
}

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import std;
import Crafter.Build;
namespace fs = std::filesystem;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
std::vector<std::string> graphicsArgs(args.begin(), args.end());
Configuration* graphics = LocalProject({
.projectFile = "../../project.cpp",
.args = graphicsArgs,
});
Configuration cfg;
cfg.path = "./";
cfg.name = "Forts3DMainMenu";
cfg.outputName = "Forts3DMainMenu";
ApplyStandardArgs(cfg, args);
cfg.dependencies = { graphics };
std::array<fs::path, 0> ifaces = {};
std::array<fs::path, 1> impls = { "main" };
cfg.GetInterfacesAndImplementations(ifaces, impls);
cfg.files.push_back("Inter.ttf");
return cfg;
}

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// Smoke test for the Tier 1+2+3 UI architecture. Opens a window, draws a
// background, a button (Tier 3 component), a slider (Tier 3 component), a
// progress bar (Tier 3 component), and a circle that follows the mouse
// (Tier 2 standard shader, dispatched directly). Hit-testing for the button
// and slider is the user's responsibility — see the onMouseMove listener.
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Event;
import std;
using namespace Crafter;
int main() {
Device::Initialize();
Window window(1280, 720, "Hello UI");
VkCommandBuffer init = window.StartInit();
DescriptorHeapVulkan heap;
heap.Initialize(/*images*/ 16, /*buffers*/ 16, /*samplers*/ 4);
window.descriptorHeap = &heap;
Font font("font.ttf");
FontAtlas atlas;
atlas.Initialize(init);
UIRenderer ui;
ui.fontAtlas = &atlas;
ui.Initialize(window, heap, init);
window.passes.push_back(&ui);
// User-owned per-shader buffers. Mapped, written each frame, dispatched
// by the user. Capacity is up to the user; resize means re-Register.
VulkanBuffer<QuadItem, true> quadsBuf;
VulkanBuffer<CircleItem, true> circlesBuf;
VulkanBuffer<GlyphItem, true> glyphsBuf;
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, 256);
circlesBuf.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);
glyphsBuf.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, 4096);
auto quadsSlot = ui.RegisterBuffer(quadsBuf);
auto circlesSlot = ui.RegisterBuffer(circlesBuf);
auto glyphsSlot = ui.RegisterBuffer(glyphsBuf);
// Application-side state. Library doesn't track this; the user owns it.
Rect btnRect{};
Rect sliderRect{};
bool hovered = false;
bool sliderHovered = false;
bool dragging = false;
float sliderT = 0.42f;
float progress = 0.0f;
// Hit-testing — purely user code. EventListener objects hold the
// subscription; their destructors unregister at scope exit.
EventListener<void> moveSub(&window.onMouseMove, [&]() {
float mx = window.currentMousePos.x;
float my = window.currentMousePos.y;
hovered = btnRect.Contains(mx, my);
sliderHovered = sliderRect.Contains(mx, my);
if (dragging && sliderRect.w > 0) {
sliderT = std::clamp((mx - sliderRect.x) / sliderRect.w, 0.0f, 1.0f);
}
});
EventListener<void> clickSub(&window.onMouseLeftClick, [&]() {
if (sliderHovered) dragging = true;
});
EventListener<void> releaseSub(&window.onMouseLeftRelease, [&]() {
dragging = false;
});
// Application color palette. No library Theme — just a struct.
ButtonColors btnPalette{
.bg = {0.20f, 0.22f, 0.28f, 1.0f},
.bgHover = {0.30f, 0.55f, 0.95f, 1.0f},
.bgPressed = {0.18f, 0.40f, 0.78f, 1.0f},
.text = {1.0f, 1.0f, 1.0f, 1.0f},
.border = {0.0f, 0.0f, 0.0f, 0.0f},
.cornerRadius = 8.0f,
.borderThickness = 0.0f,
};
SliderColors sliderPalette{
.track = {0.20f, 0.20f, 0.25f, 1.0f},
.trackFilled = {0.30f, 0.55f, 0.95f, 1.0f},
.thumb = {0.85f, 0.85f, 0.90f, 1.0f},
.thumbHover = {1.00f, 1.00f, 1.00f, 1.0f},
.trackHeight = 6.0f,
.thumbRadius = 10.0f,
};
ProgressColors progressPalette{
.bg = {0.15f, 0.15f, 0.18f, 1.0f},
.fill = {0.40f, 0.85f, 0.50f, 1.0f},
.cornerRadius = 4.0f,
};
EventListener<UIBuildArgs> buildSub(&ui.onBuild, [&](UIBuildArgs a) {
VkCommandBuffer cmd = a.cmd;
// Update demo progress.
progress = std::fmod(progress + 0.005f, 1.0f);
// Layout via SubRect — resize-safe.
Rect canvas = Rect::FromWindow(window);
Rect topBar = canvas.SubRect(80, Rect::Anchor::Top).Inset(20, 20, 10, 20);
btnRect = topBar.SubRect(160, Rect::Anchor::Left);
sliderRect = canvas.Inset(60).SubRect(20, Rect::Anchor::Top);
sliderRect.y = canvas.h * 0.5f;
sliderRect.x = 60.0f;
sliderRect.w = canvas.w - 120.0f;
Rect progressRect{ 60.0f, canvas.h * 0.5f + 60.0f, canvas.w - 120.0f, 16.0f };
// Reset per-frame counters.
std::uint32_t qc = 0, cc = 0, gc = 0;
UIBuffer buf{
.quads = quadsBuf.value,
.quadCount = &qc,
.quadCap = 256,
.glyphs = glyphsBuf.value,
.glyphCount = &gc,
.glyphCap = 4096,
.atlas = &atlas,
.renderer = &ui,
};
// Background quad — required because the swapchain is not cleared
// (no TRANSFER_DST_BIT on the swapchain image).
QuadItem bg{
canvas.x, canvas.y, canvas.w, canvas.h,
0.f, 0, 0, 1.f,
0, 0, 0, 0,
0, 0, 0, 0,
};
if (qc < buf.quadCap) buf.quads[qc++] = bg;
// Tier 3 components.
DrawButton(buf, btnRect,
hovered ? "Hovered!" : "Hover me",
hovered, /*pressed*/ false,
font, 18.0f, btnPalette);
DrawSlider(buf, sliderRect, sliderT, dragging, sliderPalette);
DrawProgressBar(buf, progressRect, progress, progressPalette);
// Tier 2 standard shader, used directly: a circle following the mouse.
circlesBuf.value[cc++] = CircleItem{
window.currentMousePos.x, window.currentMousePos.y, 6.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.85f,
0, 0, 0, 0,
};
// Flush + dispatch. The library inserts the inter-dispatch barriers.
if (qc > 0) {
quadsBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
ui.DispatchQuads(cmd, quadsSlot, qc);
}
if (cc > 0) {
circlesBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
ui.DispatchCircles(cmd, circlesSlot, cc);
}
if (gc > 0) {
glyphsBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
ui.DispatchText(cmd, glyphsSlot, gc);
}
});
window.FinishInit();
window.Render();
window.StartUpdate();
window.StartSync();
}

View file

@ -4,16 +4,15 @@ namespace fs = std::filesystem;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
std::vector<std::string> graphicsArgs(args.begin(), args.end());
Configuration* graphics = LocalProject({
.projectFile = "../../project.cpp",
.args = graphicsArgs,
.args = std::vector<std::string>(args.begin(), args.end()),
});
Configuration cfg;
cfg.path = "./";
cfg.name = "VulkanUI";
cfg.outputName = "VulkanUI";
cfg.name = "HelloUI";
cfg.outputName = "HelloUI";
ApplyStandardArgs(cfg, args);
cfg.dependencies = { graphics };
@ -21,7 +20,6 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
std::array<fs::path, 1> impls = { "main" };
cfg.GetInterfacesAndImplementations(ifaces, impls);
cfg.files.push_back("Inter.ttf");
cfg.files.push_back("font.ttf");
return cfg;
}

63
examples/README.md Normal file
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@ -0,0 +1,63 @@
# Examples
Each example is a self-contained `crafter-build` project that depends on
the parent `Crafter.Graphics` via `LocalProject`. To build and run any
of them:
```bash
cd examples/<name>
crafter-build -r
```
## Index
### [HelloWindow](HelloWindow/)
Minimum viable program: open a window, run the event loop. No Vulkan
rendering. Useful as a smoke test for `Device::Initialize` + `Window` +
the platform backend.
### [VulkanTriangle](VulkanTriangle/)
Ray-traced single triangle through `vkCmdTraceRaysKHR`. Shows the full
ray-tracing setup: `DescriptorHeapVulkan` with image and buffer slots,
`PipelineRTVulkan` from raygen / miss / closesthit SPIR-V, BLAS via
`Mesh::Build`, TLAS via `RenderingElement3D::BuildTLAS`, direct
`vkWriteResourceDescriptorsEXT` for swapchain views, `RTPass` on
`window.passes`. Smallest test of the bindless ray-tracing path.
### [HelloUI](HelloUI/)
Compute-shader UI demo using all three UI tiers:
- **Tier 3** components: `DrawButton`, `DrawSlider`, `DrawProgressBar`,
composed via `Rect::SubRect` for resize-safe layout.
- **Tier 2** standard shaders: `DispatchQuads` for the background and
components, `DispatchCircles` for a cursor-tracking dot,
`DispatchText` for the button label (with the FontAtlas wired up to
`UIRenderer`).
- **Tier 1** is available too — any custom `ComputeShader` registered
on the same heap can be dispatched alongside the standard ones.
Hit-testing and animation are user code (see the `EventListener`
subscriptions on `window.onMouseMove` / `onMouseLeftClick`); the
library does not track widgets or focus.
Drop a TTF in this directory as `font.ttf` before running (the example
loads it via `Font("font.ttf")`).
### [CustomShader](CustomShader/)
Tier 1 demo: a user-authored compute shader (`inverse-circle.comp.glsl`)
running alongside the shipped `drawQuads`. The custom shader inverts RGB
under each item-circle — exactly the kind of effect attempt #2's closed
shader couldn't express. Shows:
- Defining your own item POD struct in C++ + matching `std430` struct
in GLSL.
- `#include "../../shaders/ui-shared.glsl"` for the bindless heap
declarations + `UIDispatchHeader` push-constant contract.
- `ComputeShader::Load` for the `.spv`, `UIRenderer::RegisterBuffer`
for your SSBO, `FillHeader` to populate the standard prefix, and
`UIRenderer::Dispatch` to launch — the same pattern the standard
shaders use under the hood.
- The inter-dispatch SHADER_WRITE → SHADER_READ|WRITE barrier is
inserted automatically, so the custom shader sees the colored stripes
drawn by the prior `DispatchQuads` and reads/writes the swapchain
image safely.

Binary file not shown.

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@ -1,55 +0,0 @@
# VulkanAnimated
A live HUD demo: three `Observable<float>`s drive `ProgressBar`s, three
`Observable<std::string>`s drive `Text` labels, and an FPS readout in
the corner ticks every frame. Everything updates from a single
`onUpdate` listener — no `Invalidate()` / `Redraw()` calls.
## What it shows
- **`Observable<T>` data flow**: change a value in `onUpdate`, the
next frame's `RebuildFrame` re-emits the draw list with the new value
automatically. No tree rebuild.
- **`ProgressBar::bindValue(obs, lo, hi)`** — the bar fill normalises the
observable's current value into 0..1 each frame.
- **`Text::bind(observable)`** — the displayed string is sourced from
the observable each frame, replacing any baked-in runs.
- **Composition pattern**: a small lambda helper builds one HP/MP-style
row (`Text` + `ProgressBar` inside an `HStack`) given the observables
and a colour, then the row is dropped into the parent `VStack` like
any other widget.
- **Different update rates per observable**: `health` oscillates at 0.7
rad/s, `mana` at 1.3, `charge` advances linearly modulo 1 — visible
proof that each observable updates independently.
## Run
```bash
cd examples/VulkanAnimated
crafter-build -r
```
You should see "Animated HUD" with three coloured bars (red HP, blue MP,
yellow Charge) all moving at different rates, with the FPS readout in
the top-right ticking once per frame.
Click `Quit` to exit.
## Notes
The whole tick handler is just:
```cpp
EventListener<FrameTime> tick(&window.onUpdate, [&](FrameTime ft){
t += ft.delta.count();
health = 0.5f + 0.5f * std::sin(t * 0.7f);
mana = std::abs(std::sin(t * 1.3f));
charge = std::fmod(t * 0.3f, 1.0f);
healthLabel = std::format("HP {:>3.0f} / 100", health.Get() * 100);
// …
});
```
That's the entire animation system. There is deliberately no
`Animation<T>` / tween primitive in the library — drive observables
from any source you like.

View file

@ -1,115 +0,0 @@
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Event;
import Crafter.Math;
import std;
using namespace Crafter;
// A simple "game HUD" demo: three Observable<float> drive ProgressBars at
// different rates / colours, while Observable<std::string> labels feed the
// Text widgets next to them. UIScene::RebuildFrame re-emits each frame, so
// the only application code needed is "update the observables in
// onUpdate" — no manual Invalidate / Redraw calls.
int main() {
Device::Initialize();
Window window(1280, 720, "VulkanAnimated");
window.StartInit();
window.FinishInit();
Font font("Inter.ttf");
UI::Theme theme = UI::themes::default_dark();
UI::UIScene scene;
scene.Initialize(window, "ui.comp.spv");
scene.background(UI::Color{0.06f, 0.07f, 0.10f, 1.0f});
// ─── Observables ─────────────────────────────────────────────────────
UI::Observable<float> health{1.0f};
UI::Observable<float> mana {0.5f};
UI::Observable<float> charge{0.0f};
UI::Observable<std::string> healthLabel;
UI::Observable<std::string> manaLabel;
UI::Observable<std::string> chargeLabel;
UI::Observable<std::string> fpsLabel;
// ─── Per-frame tick: drive the observables. UIScene re-emits on
// onUpdate, so any read of these values is automatically picked
// up in the next frame's draw list.
float t = 0.0f;
EventListener<FrameTime> tick(&window.onUpdate, [&](FrameTime ft) {
const float dt = static_cast<float>(ft.delta.count());
t += dt;
// Three offset waves at different rates / phases.
health = 0.5f + 0.5f * std::sin(t * 0.7f);
mana = std::abs(std::sin(t * 1.3f));
charge = std::fmod(t * 0.3f, 1.0f);
healthLabel = std::format("HP {:>3.0f} / 100", health.Get() * 100.0f);
manaLabel = std::format("MP {:>3.0f} / 100", mana.Get() * 100.0f);
chargeLabel = std::format("Charge {:>3.0f}%", charge.Get() * 100.0f);
fpsLabel = (dt > 0.0f) ? std::format("{:>5.1f} fps", 1.0f / dt) : std::string{"---.- fps"};
});
// ─── Helper: one HP/MP-style row (label on the left, bar on the right).
// Build into a local (avoids returning a reference to a temporary
// that dies at the end of the chain expression).
auto bar = [&](UI::Observable<std::string>& label,
UI::Observable<float>& value,
UI::Color fg) -> UI::HStack {
UI::HStack h;
h.width(UI::Length::Frac(1))
.spacing(12)
.children(
UI::Text{}.bind(label).font(font).size(16)
.width(UI::Length::Px(160)),
UI::ProgressBar{}
.bindValue(value, 0.0f, 1.0f)
.foreground(fg)
.size(UI::Length::Frac(1), UI::Length::Px(20))
);
return h;
};
scene.Root(
UI::VStack{}
.padding(28)
.spacing(16)
.children(
UI::HStack{}
.width(UI::Length::Frac(1))
.children(
UI::Text{"Animated HUD"}.font(font).size(28),
UI::Spacer{},
UI::Text{}.bind(fpsLabel).font(font).size(16)
.color(UI::Color{0.55f, 0.85f, 1.0f, 1.0f})
),
UI::Text{"Three Observable<float>s drive the bars; "
"Observable<std::string>s drive the labels."}
.font(font).size(14).color(UI::Color{0.65f, 0.65f, 0.65f, 1}),
bar(healthLabel, health, UI::Color{0.90f, 0.30f, 0.30f, 1.0f}),
bar(manaLabel, mana, UI::Color{0.30f, 0.55f, 0.95f, 1.0f}),
bar(chargeLabel, charge, UI::Color{0.95f, 0.85f, 0.30f, 1.0f}),
UI::Spacer{},
UI::HStack{}
.width(UI::Length::Frac(1))
.spacing(8)
.children(
UI::Spacer{},
UI::Button{"Quit"}.font(font).style(theme.danger)
.onClick([]{ std::_Exit(0); })
)
)
);
window.Render();
window.StartUpdate();
window.StartSync();
}

View file

@ -34,17 +34,17 @@ void main() {
1.0
));
traceRayEXT(
topLevelAS[bufferStart],
gl_RayFlagsNoneEXT,
0xff,
0, 0, 0,
origin,
0.001,
direction,
10000.0,
0
);
// traceRayEXT(
// topLevelAS[bufferStart],
// gl_RayFlagsNoneEXT,
// 0xff,
// 0, 0, 0,
// origin,
// 0.001,
// direction,
// 10000.0,
// 0
// );
imageStore(image[0], ivec2(pixel), vec4(hitValue, 1));
}

Binary file not shown.

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@ -1,52 +0,0 @@
# VulkanUI
A walking tour of the V1 widget set. UI-only (no 3D pass), so the entire
visible image comes from one compute dispatch per frame.
## What it shows
- **Layout**: nested `VStack` / `HStack` / `Spacer` / `TabView`, fluent
builder API, `Length::Px` / `Pct` / `Frac` / `Auto` units, DPI scaling
(your `Window::scale` flows through automatically).
- **Theming**: `themes::default_dark()` with `theme.primary` / `secondary`
/ `danger` / `input` styles applied per-widget via `.style(...)`.
- **Text**: per-run colour styling via `TextRun`, an em-dash in the
header to confirm UTF-8 decoding works end-to-end.
- **Buttons**: rounded background (SDF in the shader), centred SDF
glyphs, `onClick` callbacks. Quit calls `_Exit(0)` so a working click
visibly closes the window.
- **Progress bar**: a `ProgressBar` at 42 %.
- **TabView**: three tabs (Graphics / Input / Audio); clicking the
tab bar swaps content.
- **InputField**: focusable text edits with caret blink, UTF-8 typing,
Backspace / Delete / arrow keys / Home / End, key repeat, horizontal
scrolling that keeps the caret visible, clipping that prevents
overflow from drawing past the field's bounds.
## Run
```bash
cd examples/VulkanUI
crafter-build -r
```
## Interactions to try
| Action | Expected |
|---|---|
| Click `Play` / `Options` | Prints `[click] ...` to stderr |
| Click `Quit` | App exits |
| Click a tab label (Graphics / Input / Audio) | Tab body swaps |
| Click an `InputField` | Border turns blue, caret appears and blinks |
| Type | Characters appear at the caret, including multi-byte UTF-8 |
| Hold a letter | After ~500 ms the character starts repeating at ~25 Hz |
| Backspace / Delete | Removes one full UTF-8 codepoint |
| ← / → / Home / End | Moves the caret |
| Type past the right edge | Text scrolls left, caret stays visible |
| Click outside any input | Caret disappears (focus cleared) |
## Notes
The shader (`shaders/ui.comp.glsl` in the library) is compiled to
`ui.comp.spv` next to the binary by the build system.
The font (`Inter.ttf`) is bundled via `cfg.files.push_back`.

View file

@ -1,85 +0,0 @@
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Event;
import Crafter.Math;
import std;
using namespace Crafter;
int main() {
Device::Initialize();
Window window(1280, 720, "VulkanUI");
window.StartInit();
window.FinishInit();
Font font("Inter.ttf");
UI::Theme theme = UI::themes::default_dark();
theme.defaultFont = &font;
// ─────────────────────────────────────────────────────────────────────
// Wire the scene: it auto-creates a descriptor heap, plugs into the
// window's pass list, hooks mouse + update events, and drives a
// compute-shader UI pass per frame.
// ─────────────────────────────────────────────────────────────────────
UI::UIScene scene;
scene.Initialize(window, "ui.comp.spv");
scene.background(UI::Color{0.06f, 0.07f, 0.10f, 1.0f});
scene.Root(
UI::VStack{}
.padding(20)
.spacing(12)
.children(
UI::Text{"Crafter UI — V1"}.font(font).size(28),
UI::Text{}.font(font).size(14).runs(
UI::TextRun{"Click "},
UI::TextRun{"Quit"}.color(UI::Color{1.0f, 0.55f, 0.55f}).bold(),
UI::TextRun{" to close the window. Tabs switch on click. "},
UI::TextRun{"Have fun!"}.color(UI::Color{0.55f, 0.85f, 1.0f})
),
UI::HStack{}
.width(UI::Length::Frac(1))
.spacing(8)
.children(
UI::Button{"Play"} .font(font).style(theme.primary) .onClick([]{ std::println(std::cerr, "[click] Play"); }),
UI::Button{"Options"}.font(font).style(theme.secondary).onClick([]{ std::println(std::cerr, "[click] Options"); }),
UI::Spacer{},
UI::Button{"Quit"} .font(font).style(theme.danger) .onClick([]{ std::println(std::cerr, "[click] Quit"); std::_Exit(0); })
),
UI::ProgressBar{}
.value(0.42f)
.size(UI::Length::Frac(1), UI::Length::Px(20))
.foreground(theme.primary.background),
UI::TabView{}
.font(font)
.width(UI::Length::Frac(1))
.height(UI::Length::Px(220))
.tab("Graphics", UI::VStack{}.padding(8).spacing(8).children(
UI::Text{"Resolution"}.font(font).size(14),
UI::InputField{"1920x1080"}.font(font).style(theme.input),
UI::Text{"Max lights"}.font(font).size(14),
UI::InputField{"32"}.font(font).style(theme.input)
))
.tab("Input", UI::VStack{}.padding(8).spacing(8).children(
UI::Text{"Mouse sensitivity"}.font(font).size(14),
UI::InputField{"1.0"}.font(font).style(theme.input)
))
.tab("Audio", UI::VStack{}.padding(8).spacing(8).children(
UI::Text{"Master volume"}.font(font).size(14),
UI::InputField{"80"}.font(font).style(theme.input)
))
)
);
window.Render();
window.SaveFrame("frame.png");
window.StartUpdate(); // continuous rendering — UIScene re-emits per frame
window.StartSync();
}

View file

@ -0,0 +1,91 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
module Crafter.Graphics:ComputeShader_impl;
import :ComputeShader;
import :ShaderVulkan;
import :Device;
import std;
using namespace Crafter;
ComputeShader::ComputeShader(ComputeShader&& other) noexcept : pipeline(other.pipeline) {
other.pipeline = VK_NULL_HANDLE;
}
ComputeShader& ComputeShader::operator=(ComputeShader&& other) noexcept {
if (this != &other) {
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(Device::device, pipeline, nullptr);
}
pipeline = other.pipeline;
other.pipeline = VK_NULL_HANDLE;
}
return *this;
}
ComputeShader::~ComputeShader() {
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(Device::device, pipeline, nullptr);
pipeline = VK_NULL_HANDLE;
}
}
void ComputeShader::Load(const std::filesystem::path& spvPath) {
VulkanShader shader(spvPath, "main", VK_SHADER_STAGE_COMPUTE_BIT, nullptr);
// Spec: with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT, layout MUST be
// VK_NULL_HANDLE — bindings come from the bound descriptor heap and push
// constants are pushed via vkCmdPushDataEXT instead of vkCmdPushConstants.
VkPipelineCreateFlags2CreateInfo flags2 {
.sType = VK_STRUCTURE_TYPE_PIPELINE_CREATE_FLAGS_2_CREATE_INFO,
.flags = VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT,
};
VkComputePipelineCreateInfo info {
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
.pNext = &flags2,
.stage = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
.module = shader.shader,
.pName = "main",
},
.layout = VK_NULL_HANDLE,
};
Device::CheckVkResult(vkCreateComputePipelines(
Device::device, VK_NULL_HANDLE, 1, &info, nullptr, &pipeline));
}
void ComputeShader::Dispatch(VkCommandBuffer cmd,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx,
std::uint32_t gy,
std::uint32_t gz) const {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
if (push != nullptr && pushBytes > 0) {
VkPushDataInfoEXT pushInfo {
.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
.offset = 0,
.data = { .address = const_cast<void*>(push), .size = pushBytes },
};
Device::vkCmdPushDataEXT(cmd, &pushInfo);
}
vkCmdDispatch(cmd, gx, gy, gz);
}

View file

@ -386,8 +386,10 @@ void Device::PointerListenerHandleEnter(void* data, wl_pointer* wl_pointer, std:
Device::wlPointer = wl_pointer;
for(Window* window : windows) {
if(window->surface == surface) {
window->lastPointerSerial_ = serial;
if(window->cursorSurface != nullptr) {
wl_pointer_set_cursor(wl_pointer, serial, window->cursorSurface, 0, 0);
wl_pointer_set_cursor(wl_pointer, serial, window->cursorSurface,
window->cursorHotspotX_, window->cursorHotspotY_);
}
focusedWindow = window;
window->onMouseEnter.Invoke();

View file

@ -19,15 +19,14 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
module;
#include "vulkan/vulkan.h"
#include "../lib/stb_truetype.h"
module Crafter.Graphics:UIAtlas_impl;
import :UIAtlas;
module Crafter.Graphics:FontAtlas_impl;
import :FontAtlas;
import :Font;
import :ImageVulkan;
import :Device;
import std;
using namespace Crafter;
using namespace Crafter::UI;
void FontAtlas::Initialize(VkCommandBuffer cmd) {
image.Create(

View file

@ -0,0 +1,393 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
module Crafter.Graphics:UI_impl;
import :UI;
import :ComputeShader;
import :Device;
import :Window;
import :DescriptorHeapVulkan;
import :ImageVulkan;
import :VulkanBuffer;
import :FontAtlas;
import :Font;
import std;
using namespace Crafter;
// ─── Initialize ─────────────────────────────────────────────────────────
void UIRenderer::Initialize(Window& window, DescriptorHeapVulkan& heap, VkCommandBuffer initCmd,
std::filesystem::path quadsSpv,
std::filesystem::path circlesSpv,
std::filesystem::path imagesSpv,
std::filesystem::path textSpv) {
window_ = &window;
heap_ = &heap;
// Load the four standard pipelines.
drawQuads.Load(quadsSpv);
drawCircles.Load(circlesSpv);
drawImages.Load(imagesSpv);
drawText.Load(textSpv);
// Allocate one image slot for the swapchain output. Each per-frame heap
// copy will hold ITS frame's image at this slot.
auto outRange = heap_->AllocateImageSlots(1);
outImageSlot_ = outRange.firstElement;
WriteSwapchainDescriptors();
// Optional font-atlas registration (user must have called atlas->Initialize
// already before reaching here, so atlas->image is live).
if (fontAtlas != nullptr) {
auto atlasImg = heap_->AllocateImageSlots(1);
fontAtlasImageSlot_ = atlasImg.firstElement;
fontAtlasSamplerSlot_ = RegisterLinearClampSampler();
WriteFontAtlasDescriptor();
}
// Flush the host-mapped descriptor heaps so the GPU sees what we wrote.
for (auto& h : heap_->resourceHeap) h.FlushDevice();
for (auto& h : heap_->samplerHeap) h.FlushDevice();
(void)initCmd; // reserved for future image-layout tweaks
}
// ─── per-frame Record ───────────────────────────────────────────────────
void UIRenderer::Record(VkCommandBuffer cmd, std::uint32_t frameIdx, Window& window) {
// Reset per-frame state.
firstDispatchThisFrame_ = true;
// If text is in use, flush any glyphs that user-side ShapeText calls
// produced during a previous frame's onBuild. (Ensure() during the
// current onBuild also marks the atlas dirty; that's flushed on the
// NEXT Record. For v1 this is fine because the current frame's text
// dispatch reads whatever's already been uploaded, and brand-new glyphs
// missing from the atlas this frame will simply render blank for one
// frame and resolve next frame. To get them this frame, the user can
// call atlas->Update(cmd) themselves at the top of onBuild.)
if (fontAtlas != nullptr && fontAtlas->dirty) {
fontAtlas->Update(cmd);
}
onBuild.Invoke({cmd, frameIdx});
(void)window;
}
// ─── header builder ─────────────────────────────────────────────────────
UIDispatchHeader UIRenderer::FillHeader(std::uint32_t itemBufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx,
std::uint32_t flags) const noexcept {
UIDispatchHeader h{};
h.outImage = outImageSlot_;
h.itemBuffer = itemBufferSlot;
h.surfaceWidth = window_->width;
h.surfaceHeight = window_->height;
h.clipX = clipRectPx[0];
h.clipY = clipRectPx[1];
h.clipW = clipRectPx[2];
h.clipH = clipRectPx[3];
h.itemCount = itemCount;
h.frameIdx = window_->currentBuffer;
h.flags = flags;
h._pad = 0;
return h;
}
// ─── group-count helper ────────────────────────────────────────────────
namespace {
// Number of 8-pixel tiles needed to cover `dim` pixels (rounded up).
inline std::uint32_t TilesFor(std::uint32_t dim) {
return (dim + 7u) / 8u;
}
}
// ─── standard-shader convenience dispatches ─────────────────────────────
//
// All four standard shaders use the same pixel-tile dispatch model: one
// workgroup per 8×8 screen tile, each thread iterates every item in order
// inside the workgroup, accumulating into a local register. This guarantees
// "items in the buffer render in order" (later items overdraw earlier ones)
// without inter-workgroup races on imageLoad/imageStore — the bug that the
// per-item dispatch model had.
void UIRenderer::DispatchQuads(VkCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
struct PC { UIDispatchHeader hdr; } pc { FillHeader(bufferSlot, itemCount, clipRectPx) };
Dispatch(cmd, drawQuads, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
void UIRenderer::DispatchCircles(VkCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
struct PC { UIDispatchHeader hdr; } pc { FillHeader(bufferSlot, itemCount, clipRectPx) };
Dispatch(cmd, drawCircles, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
void UIRenderer::DispatchImages(VkCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
struct PC { UIDispatchHeader hdr; } pc { FillHeader(bufferSlot, itemCount, clipRectPx) };
Dispatch(cmd, drawImages, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
void UIRenderer::DispatchText(VkCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
if (fontAtlasImageSlot_ == 0xFFFF) {
throw std::runtime_error("UIRenderer::DispatchText: no FontAtlas registered (set fontAtlas before Initialize)");
}
// Flush any glyphs that ShapeText calls (during this onBuild) just
// rasterised, so the dispatch below sees them.
if (fontAtlas != nullptr && fontAtlas->dirty) {
fontAtlas->Update(cmd);
}
struct PC {
UIDispatchHeader hdr;
std::uint32_t fontTextureSlot;
std::uint32_t fontSamplerSlot;
std::uint32_t _p0;
std::uint32_t _p1;
} pc {
FillHeader(bufferSlot, itemCount, clipRectPx),
fontAtlasImageSlot_,
fontAtlasSamplerSlot_,
0, 0
};
Dispatch(cmd, drawText, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
// ─── generic Dispatch (with barrier) ────────────────────────────────────
void UIRenderer::Dispatch(VkCommandBuffer cmd, const ComputeShader& shader,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy, std::uint32_t gz) {
if (!firstDispatchThisFrame_) {
VkMemoryBarrier mb {
.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
};
vkCmdPipelineBarrier(cmd,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0, 1, &mb, 0, nullptr, 0, nullptr);
}
firstDispatchThisFrame_ = false;
shader.Dispatch(cmd, push, pushBytes, gx, gy, gz);
}
// ─── descriptor writes ─────────────────────────────────────────────────
void UIRenderer::WriteSwapchainDescriptors() {
// Each per-frame heap holds ITS swapchain image at outImageSlot_.
std::array<VkImageDescriptorInfoEXT, Window::numFrames> infos{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window_->imageViews[f],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
resources[f] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &infos[f] },
};
destinations[f] = {
.address = heap_->resourceHeap[f].value
+ heap_->ImageByteOffset(outImageSlot_),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
};
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, Window::numFrames, resources.data(), destinations.data()
);
}
void UIRenderer::WriteFontAtlasDescriptor() {
atlasViewCreateInfo_ = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = fontAtlas->image.image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = VK_FORMAT_R8_UNORM,
.components = {
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
},
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
WriteSampledImageDescriptor(fontAtlasImageSlot_,
atlasViewCreateInfo_,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
void UIRenderer::WriteSampledImageDescriptor(std::uint16_t slot,
const VkImageViewCreateInfo& viewInfo,
VkImageLayout layout) {
std::array<VkImageDescriptorInfoEXT, Window::numFrames> infos{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &viewInfo,
.layout = layout,
};
resources[f] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.data = { .pImage = &infos[f] },
};
destinations[f] = {
.address = heap_->resourceHeap[f].value + heap_->ImageByteOffset(slot),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
};
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, Window::numFrames, resources.data(), destinations.data()
);
for (auto& h : heap_->resourceHeap) h.FlushDevice();
}
void UIRenderer::WriteBufferDescriptor(std::uint16_t slot, VkDeviceAddress address, std::uint32_t size) {
std::array<VkDeviceAddressRangeEXT, Window::numFrames> ranges{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
ranges[f] = { .address = address, .size = size };
resources[f] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.data = { .pAddressRange = &ranges[f] },
};
destinations[f] = {
.address = heap_->resourceHeap[f].value + heap_->BufferByteOffset(slot),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
};
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, Window::numFrames, resources.data(), destinations.data()
);
for (auto& h : heap_->resourceHeap) h.FlushDevice();
}
std::uint16_t UIRenderer::RegisterSampler(const VkSamplerCreateInfo& info) {
auto range = heap_->AllocateSamplerSlots(1);
std::array<VkSamplerCreateInfo, Window::numFrames> infos{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = info;
destinations[f] = {
.address = heap_->samplerHeap[f].value + heap_->SamplerByteOffset(range.firstElement),
.size = Device::descriptorHeapProperties.samplerDescriptorSize,
};
}
Device::vkWriteSamplerDescriptorsEXT(
Device::device, Window::numFrames, infos.data(), destinations.data()
);
for (auto& h : heap_->samplerHeap) h.FlushDevice();
return range.firstElement;
}
std::uint16_t UIRenderer::RegisterLinearClampSampler() {
VkSamplerCreateInfo s {
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = VK_FILTER_LINEAR,
.minFilter = VK_FILTER_LINEAR,
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR,
.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.maxAnisotropy = 1.0f,
.minLod = 0.0f,
.maxLod = VK_LOD_CLAMP_NONE,
};
return RegisterSampler(s);
}
// ─── ShapeText ─────────────────────────────────────────────────────────
std::uint32_t UIRenderer::ShapeText(Font& font, float pxSize,
float x, float baselineY,
std::string_view utf8,
std::array<float,4> color,
GlyphItem* out, std::uint32_t outCapacity,
float* outAdvance) {
if (fontAtlas == nullptr) {
throw std::runtime_error("UIRenderer::ShapeText: no FontAtlas (set fontAtlas before Initialize)");
}
const float scale = pxSize / FontAtlas::kBaseSize;
float cursor = x;
std::uint32_t written = 0;
std::size_t i = 0;
while (i < utf8.size() && written < outCapacity) {
std::uint32_t cp = DecodeUtf8(utf8, i);
if (cp == 0) break;
if (cp == '\n') { /* single-line shaper — ignore */ continue; }
fontAtlas->Ensure(font, cp);
const Glyph* g = fontAtlas->Lookup(font, cp);
if (g == nullptr) continue;
// Empty glyph (whitespace) — advance only.
if (g->w > 0 && g->h > 0) {
GlyphItem& gi = out[written++];
gi.x = cursor + g->xoff * scale;
gi.y = baselineY + g->yoff * scale;
gi.w = g->w * scale;
gi.h = g->h * scale;
gi.u0 = g->u0; gi.v0 = g->v0;
gi.u1 = g->u1; gi.v1 = g->v1;
gi.r = color[0]; gi.g = color[1]; gi.b = color[2]; gi.a = color[3];
}
cursor += g->advance * scale;
}
if (outAdvance) *outAdvance = cursor - x;
return written;
}

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@ -0,0 +1,186 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
module Crafter.Graphics:UIComponents_impl;
import :UIComponents;
import :UI;
import :Font;
import :FontAtlas;
import std;
using namespace Crafter;
namespace {
// Push one QuadItem into buf if there's room. No-op if full.
inline void PushQuad(UIBuffer& buf, const QuadItem& q) {
if (buf.quads == nullptr || buf.quadCount == nullptr) return;
if (*buf.quadCount >= buf.quadCap) return;
buf.quads[(*buf.quadCount)++] = q;
}
inline std::array<float, 4> Pick(const std::array<float, 4>& a,
const std::array<float, 4>& b, bool useB) {
return useB ? b : a;
}
// Centered single-line text emit. Appends glyphs at the buffer's tail,
// then offsets them so the run is horizontally centered around `centerX`.
// Vertical baseline is placed at the centerY plus a coarse ascent estimate
// (fontSize * 0.32). Returns the advance width that was written.
float EmitCenteredLabel(UIBuffer& buf, std::string_view label,
Font& font, float fontSize,
float centerX, float centerY,
std::array<float, 4> color)
{
if (label.empty() || buf.atlas == nullptr || buf.renderer == nullptr) return 0.0f;
if (buf.glyphs == nullptr || buf.glyphCount == nullptr) return 0.0f;
std::uint32_t before = *buf.glyphCount;
std::uint32_t cap = (buf.glyphCap > before) ? (buf.glyphCap - before) : 0;
if (cap == 0) return 0.0f;
GlyphItem* writePos = buf.glyphs + before;
float baseline = centerY + fontSize * 0.32f;
float advance = 0.0f;
std::uint32_t n = buf.renderer->ShapeText(
font, fontSize, centerX, baseline,
label, color, writePos, cap, &advance
);
*buf.glyphCount = before + n;
// Center: shift each glyph's x by -advance/2.
float shift = -advance * 0.5f;
for (std::uint32_t i = 0; i < n; ++i) {
writePos[i].x += shift;
}
return advance;
}
}
// ─── DrawButton ─────────────────────────────────────────────────────────
void Crafter::DrawButton(UIBuffer& buf, Rect r, std::string_view label,
bool hovered, bool pressed,
Font& font, float fontSize,
const ButtonColors& c)
{
auto bg = pressed ? c.bgPressed : (hovered ? c.bgHover : c.bg);
PushQuad(buf, QuadItem{
r.x, r.y, r.w, r.h,
bg[0], bg[1], bg[2], bg[3],
c.cornerRadius, c.cornerRadius, c.cornerRadius, c.cornerRadius,
c.borderThickness, c.border[0], c.border[1], c.border[2],
});
EmitCenteredLabel(buf, label, font, fontSize,
r.x + r.w * 0.5f, r.y + r.h * 0.5f, c.text);
}
// ─── DrawCheckbox ───────────────────────────────────────────────────────
void Crafter::DrawCheckbox(UIBuffer& buf, Rect r, bool checked, bool hovered,
const CheckboxColors& c)
{
auto bg = Pick(c.bg, c.bgHover, hovered);
PushQuad(buf, QuadItem{
r.x, r.y, r.w, r.h,
bg[0], bg[1], bg[2], bg[3],
c.cornerRadius, c.cornerRadius, c.cornerRadius, c.cornerRadius,
c.borderThickness, c.border[0], c.border[1], c.border[2],
});
if (checked) {
Rect inner = r.Inset(c.checkInset);
if (inner.w > 0 && inner.h > 0) {
float innerR = std::max(0.0f, c.cornerRadius - c.checkInset);
PushQuad(buf, QuadItem{
inner.x, inner.y, inner.w, inner.h,
c.check[0], c.check[1], c.check[2], c.check[3],
innerR, innerR, innerR, innerR,
0, 0, 0, 0,
});
}
}
}
// ─── DrawSlider ─────────────────────────────────────────────────────────
void Crafter::DrawSlider(UIBuffer& buf, Rect r, float t01, bool dragging,
const SliderColors& c)
{
t01 = std::clamp(t01, 0.0f, 1.0f);
// Track is a thin centered horizontal strip.
float trackY = r.y + (r.h - c.trackHeight) * 0.5f;
float trackR = c.trackHeight * 0.5f;
float fillW = r.w * t01;
if (fillW > 0.0f) {
PushQuad(buf, QuadItem{
r.x, trackY, fillW, c.trackHeight,
c.trackFilled[0], c.trackFilled[1], c.trackFilled[2], c.trackFilled[3],
trackR, trackR, trackR, trackR,
0, 0, 0, 0,
});
}
if (fillW < r.w) {
PushQuad(buf, QuadItem{
r.x + fillW, trackY, r.w - fillW, c.trackHeight,
c.track[0], c.track[1], c.track[2], c.track[3],
trackR, trackR, trackR, trackR,
0, 0, 0, 0,
});
}
// Thumb: a quad with cornerRadius = thumbRadius (= a circle).
auto thumbColor = Pick(c.thumb, c.thumbHover, dragging);
float thumbCx = r.x + r.w * t01;
float thumbCy = r.y + r.h * 0.5f;
float d = c.thumbRadius * 2.0f;
PushQuad(buf, QuadItem{
thumbCx - c.thumbRadius, thumbCy - c.thumbRadius, d, d,
thumbColor[0], thumbColor[1], thumbColor[2], thumbColor[3],
c.thumbRadius, c.thumbRadius, c.thumbRadius, c.thumbRadius,
0, 0, 0, 0,
});
}
// ─── DrawProgressBar ────────────────────────────────────────────────────
void Crafter::DrawProgressBar(UIBuffer& buf, Rect r, float t01,
const ProgressColors& c)
{
t01 = std::clamp(t01, 0.0f, 1.0f);
PushQuad(buf, QuadItem{
r.x, r.y, r.w, r.h,
c.bg[0], c.bg[1], c.bg[2], c.bg[3],
c.cornerRadius, c.cornerRadius, c.cornerRadius, c.cornerRadius,
0, 0, 0, 0,
});
float fillW = r.w * t01;
if (fillW > 0.0f) {
PushQuad(buf, QuadItem{
r.x, r.y, fillW, r.h,
c.fill[0], c.fill[1], c.fill[2], c.fill[3],
c.cornerRadius, c.cornerRadius, c.cornerRadius, c.cornerRadius,
0, 0, 0, 0,
});
}
}

View file

@ -1,354 +0,0 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
module Crafter.Graphics:UIRenderer_impl;
import :UIRenderer;
import :Device;
import :Window;
import :DescriptorHeapVulkan;
import :VulkanBuffer;
import :ShaderVulkan;
import :ImageVulkan;
import :UIDrawList;
import :UIAtlas;
import std;
using namespace Crafter;
using namespace Crafter::UI;
namespace {
// Push-constant block — must match shaders/ui.comp.glsl. The shader's
// `vec2 surfaceSize` field has 8-byte alignment under std430, so we
// insert explicit padding after `itemCount` to keep the C++ and GLSL
// layouts byte-identical (40 bytes total).
struct PC {
std::uint32_t itemCount; // 0
std::uint32_t _pad0; // 4
float surfaceSize[2]; // 8
float scale; // 16
std::uint32_t outImageHeapIdx; // 20
std::uint32_t itemBufHeapIdx; // 24
std::uint32_t atlasTextureHeapIdx; // 28
std::uint32_t bindlessBaseHeapIdx; // 32
std::uint32_t linearSamplerHeapIdx; // 36
};
static_assert(sizeof(PC) == 40, "PC layout must match shader push-constant block");
static_assert(sizeof(PC) <= 128, "Push-constant block exceeds the spec-mandated minimum (128 bytes)");
}
void UIRenderer::Initialize(Window& window,
VkCommandBuffer initCmd,
const std::filesystem::path& spvPath,
std::uint16_t bindlessImageCount) {
if (!window.descriptorHeap) {
throw std::runtime_error("UIRenderer::Initialize: window.descriptorHeap must be set first");
}
window_ = &window;
bindlessCount_ = bindlessImageCount;
auto& heap = *window.descriptorHeap;
// Slot allocation. Layout in the resource heap (image-typed indexing):
// [outImageBase_ ..] : Window::numFrames swapchain views (storage)
// [atlasImageSlot_] : 1 sampled SDF atlas
// [bindlessBase_ ..] : bindlessImageCount user image slots
auto imgSlots = heap.AllocateImageSlots(
Window::numFrames + 1 + bindlessImageCount
);
outImageBase_ = imgSlots.firstElement;
atlasImageSlot_ = imgSlots.firstElement + Window::numFrames;
bindlessBase_ = imgSlots.firstElement + Window::numFrames + 1;
// One SSBO per swapchain frame.
auto bufSlots = heap.AllocateBufferSlots(Window::numFrames);
itemBufBase_ = bufSlots.firstElement;
// One linear sampler.
auto sampSlots = heap.AllocateSamplerSlots(1);
linearSamplerSlot_ = sampSlots.firstElement;
// Initial item-buffer capacity (grows on demand).
GrowItemBuffersIfNeeded(256);
// Atlas image — Initialize records a layout transition into initCmd.
atlas.Initialize(initCmd);
CreatePipeline(spvPath);
WriteSwapchainDescriptors();
WriteAtlasDescriptor();
WriteSamplerDescriptors();
WriteItemBufferDescriptors();
for (auto& h : heap.resourceHeap) h.FlushDevice();
for (auto& h : heap.samplerHeap) h.FlushDevice();
}
void UIRenderer::GrowItemBuffersIfNeeded(std::uint32_t needed) {
if (needed <= itemCapacity_) return;
std::uint32_t newCap = itemCapacity_ ? itemCapacity_ * 2 : 256;
while (newCap < needed) newCap *= 2;
itemCapacity_ = static_cast<std::uint16_t>(std::min<std::uint32_t>(newCap, 65535));
for (auto& b : itemBufs_) {
b.Resize(
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,
itemCapacity_
);
}
// Item buffer descriptors point at the buffers' device addresses, so
// they must be re-written after Resize.
if (window_) WriteItemBufferDescriptors();
}
void UIRenderer::SetItems(std::span<const UIItem> items) {
if (items.size() > itemCapacity_) {
GrowItemBuffersIfNeeded(static_cast<std::uint32_t>(items.size()));
}
pendingItemCount = static_cast<std::uint32_t>(items.size());
auto& buf = itemBufs_[window_->currentBuffer];
if (!items.empty()) {
std::memcpy(buf.value, items.data(), items.size() * sizeof(UIItem));
}
buf.FlushDevice();
}
void UIRenderer::Record(VkCommandBuffer cmd, std::uint32_t frameIdx, Window& window) {
// Make sure any glyph rasterisation done during Emit lands on the GPU
// before we sample the atlas.
atlas.Update(cmd);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline_);
PC pc{};
pc.itemCount = pendingItemCount;
pc.surfaceSize[0] = static_cast<float>(window.width);
pc.surfaceSize[1] = static_cast<float>(window.height);
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
pc.scale = window.scale;
#else
pc.scale = 1.0f;
#endif
pc.outImageHeapIdx = outImageBase_ + frameIdx;
// Buffer-typed shader views index the *whole* heap in buffer-descriptor
// units, so we offset past the image region: bufferStartElement is the
// first element index where buffer descriptors actually live.
pc.itemBufHeapIdx = window.descriptorHeap->bufferStartElement
+ itemBufBase_ + frameIdx;
pc.atlasTextureHeapIdx = atlasImageSlot_;
pc.bindlessBaseHeapIdx = bindlessBase_;
pc.linearSamplerHeapIdx = linearSamplerSlot_;
// Pipelines created with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT
// use vkCmdPushDataEXT for push constants (the spec requires layout to
// be VK_NULL_HANDLE in that mode, which means vkCmdPushConstants has
// nowhere to attach to).
VkPushDataInfoEXT pushInfo{
.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
.offset = 0,
.data = { .address = &pc, .size = sizeof(PC) },
};
Device::vkCmdPushDataEXT(cmd, &pushInfo);
std::uint32_t gx = (window.width + 15) / 16;
std::uint32_t gy = (window.height + 15) / 16;
vkCmdDispatch(cmd, gx, gy, 1);
}
void UIRenderer::CreatePipeline(const std::filesystem::path& spvPath) {
VulkanShader shader(spvPath, "main", VK_SHADER_STAGE_COMPUTE_BIT, nullptr);
// Spec: "If VkPipelineCreateFlags2CreateInfoKHR::flags includes
// VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT, layout must be
// VK_NULL_HANDLE." Push constants are then attached via
// vkCmdPushDataEXT at draw time, not via the layout.
VkPipelineCreateFlags2CreateInfo flags2{
.sType = VK_STRUCTURE_TYPE_PIPELINE_CREATE_FLAGS_2_CREATE_INFO,
.flags = VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT,
};
VkComputePipelineCreateInfo info{
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
.pNext = &flags2,
.stage = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
.module = shader.shader,
.pName = "main",
},
.layout = VK_NULL_HANDLE,
};
Device::CheckVkResult(vkCreateComputePipelines(
Device::device, VK_NULL_HANDLE, 1, &info, nullptr, &pipeline_));
}
// ─── descriptor writes ───────────────────────────────────────────────────
void UIRenderer::WriteSwapchainDescriptors() {
auto& heap = *window_->descriptorHeap;
// One write per (frame, frame index) pairing — same swapchain view per
// frame index for each per-frame heap copy.
std::array<VkImageDescriptorInfoEXT, Window::numFrames * Window::numFrames> infos{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames * Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames * Window::numFrames> destinations{};
std::size_t k = 0;
for (std::uint32_t heapFrame = 0; heapFrame < Window::numFrames; ++heapFrame) {
for (std::uint32_t imgFrame = 0; imgFrame < Window::numFrames; ++imgFrame) {
infos[k] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window_->imageViews[imgFrame],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
resources[k] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &infos[k] },
};
destinations[k] = {
.address = heap.resourceHeap[heapFrame].value
+ heap.ImageByteOffset(static_cast<std::uint16_t>(outImageBase_ + imgFrame)),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
};
++k;
}
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, static_cast<std::uint32_t>(k),
resources.data(), destinations.data()
);
}
void UIRenderer::WriteAtlasDescriptor() {
auto& heap = *window_->descriptorHeap;
// Build a stable VkImageViewCreateInfo for the atlas. ImageVulkan
// pre-creates a VkImageView, but the descriptor-heap path needs a
// pointer to a create-info — keep one on the renderer so the
// pointers we hand to vkWriteResourceDescriptorsEXT stay valid.
atlasViewCreateInfo_ = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = atlas.image.image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = VK_FORMAT_R8_UNORM,
.components = {
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
},
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
std::array<VkImageDescriptorInfoEXT, Window::numFrames> infos{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &atlasViewCreateInfo_,
.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
};
resources[f] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.data = { .pImage = &infos[f] },
};
destinations[f] = {
.address = heap.resourceHeap[f].value
+ heap.ImageByteOffset(atlasImageSlot_),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
};
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, Window::numFrames, resources.data(), destinations.data()
);
}
void UIRenderer::WriteSamplerDescriptors() {
auto& heap = *window_->descriptorHeap;
VkSamplerCreateInfo info{
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = VK_FILTER_LINEAR,
.minFilter = VK_FILTER_LINEAR,
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR,
.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.maxAnisotropy = 1.0f,
.minLod = 0.0f,
.maxLod = VK_LOD_CLAMP_NONE,
};
std::array<VkSamplerCreateInfo, Window::numFrames> infos{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = info;
destinations[f] = {
.address = heap.samplerHeap[f].value
+ heap.SamplerByteOffset(linearSamplerSlot_),
.size = Device::descriptorHeapProperties.samplerDescriptorSize,
};
}
Device::vkWriteSamplerDescriptorsEXT(
Device::device, Window::numFrames, infos.data(), destinations.data()
);
}
void UIRenderer::WriteItemBufferDescriptors() {
auto& heap = *window_->descriptorHeap;
std::array<VkDeviceAddressRangeEXT, Window::numFrames * Window::numFrames> ranges{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames * Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames * Window::numFrames> destinations{};
std::size_t k = 0;
for (std::uint32_t heapFrame = 0; heapFrame < Window::numFrames; ++heapFrame) {
for (std::uint32_t bufFrame = 0; bufFrame < Window::numFrames; ++bufFrame) {
ranges[k] = {
.address = itemBufs_[bufFrame].address,
.size = itemBufs_[bufFrame].size,
};
resources[k] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.data = { .pAddressRange = &ranges[k] },
};
destinations[k] = {
.address = heap.resourceHeap[heapFrame].value + heap.BufferByteOffset(static_cast<std::uint16_t>(itemBufBase_ + bufFrame)),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
};
++k;
}
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, static_cast<std::uint32_t>(k),
resources.data(), destinations.data()
);
}
void UIRenderer::CreateLinearSampler() {
// Not used — VK_EXT_descriptor_heap writes the sampler create-info
// directly into the heap (see WriteSamplerDescriptors).
}

View file

@ -1,171 +0,0 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
module Crafter.Graphics:UIScene_impl;
import :UIScene;
import :Window;
import :Types;
import :DescriptorHeapVulkan;
import :UIRenderer;
import :UIHit;
import :UILayout;
import :UIDrawList;
import :UIWidget;
import Crafter.Event;
import std;
using namespace Crafter;
using namespace Crafter::UI;
UIScene::~UIScene() {
// Release listeners before the rest of the scene tears down.
mouseListener_.reset();
updateListener_.reset();
textListener_.reset();
keyListener_.reset();
focused_ = nullptr;
if (window_) {
// De-register the renderer pass.
auto& v = window_->passes;
v.erase(std::remove(v.begin(), v.end(), static_cast<RenderPass*>(&renderer)), v.end());
// Clear the descriptor-heap pointer if we owned it; the heap's
// destructor releases its Vulkan buffers on its own.
if (ownsHeap_ && window_->descriptorHeap == &ownedHeap_) {
window_->descriptorHeap = nullptr;
}
}
}
float UIScene::WindowScale() const {
if (!window_) return 1.0f;
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
return window_->scale;
#else
return 1.0f;
#endif
}
void UIScene::Initialize(Window& window, const std::filesystem::path& spvPath) {
window_ = &window;
// Auto-create a heap for UI-only apps. Generous defaults so most
// user-augmented heaps will fit too — if the user wants to share with
// 3D content, they should pre-create their own heap and attach it
// before calling Initialize.
if (!window.descriptorHeap) {
ownedHeap_.Initialize(/*images*/ 388, /*buffers*/ 35, /*samplers*/ 17);
window.descriptorHeap = &ownedHeap_;
ownsHeap_ = true;
}
// One-shot init — needed by the atlas image transition. Each
// StartInit/FinishInit pair reuses the per-frame command buffer.
VkCommandBuffer cmd = window.StartInit();
renderer.Initialize(window, cmd, spvPath);
window.FinishInit();
// Register as a RenderPass (after any other pass already in
// window.passes — typically RTPass for mixed scenes).
window.passes.push_back(&renderer);
// Mouse: update focus to the topmost focusable under the cursor (or
// null if none), then dispatch the click via the bubble chain.
mouseListener_ = std::make_unique<EventListener<void>>(
&window.onMouseLeftClick,
[this]() {
if (!root_) return;
float x = window_->currentMousePos.x;
float y = window_->currentMousePos.y;
Widget* hit = UI::HitTest(*root_, x, y);
Widget* focusTarget = nullptr;
for (Widget* w = hit; w != nullptr; w = w->parent) {
if (w->IsFocusable()) { focusTarget = w; break; }
}
SetFocus(focusTarget);
UI::DispatchClick(*root_, x, y);
}
);
// Text input: only the currently-focused widget receives it.
textListener_ = std::make_unique<EventListener<const std::string_view>>(
&window.onTextInput,
[this](std::string_view t) {
if (focused_) focused_->OnTextInput(t);
}
);
// Non-character keys (Backspace, arrows, Enter, …).
keyListener_ = std::make_unique<EventListener<CrafterKeys>>(
&window.onAnyKeyDown,
[this](CrafterKeys key) {
if (focused_) focused_->OnKeyDown(key);
}
);
// Per-frame: re-layout, emit, push items. We capture FrameTime here
// so we can advance the scene's clock (caret blink, animations).
updateListener_ = std::make_unique<EventListener<FrameTime>>(
&window.onUpdate,
[this](FrameTime ft) {
elapsedSec_ += static_cast<float>(ft.delta.count());
RebuildFrame();
}
);
}
void UIScene::SetFocus(Widget* w) {
if (w == focused_) return;
if (focused_) focused_->OnBlur();
focused_ = w;
if (focused_) focused_->OnFocus();
}
void UIScene::RebuildFrame() {
if (!root_ || !window_) return;
float sc = WindowScale();
// Layout the tree against the current surface size.
UI::RunLayout(
*root_,
{ static_cast<float>(window_->width), static_cast<float>(window_->height) },
sc
);
// Emit draw items.
drawList.Reset();
drawList.atlas = &renderer.atlas;
drawList.bindlessBaseHeapIdx = renderer.BindlessBaseHeapIdx();
drawList.scale = sc;
drawList.time = elapsedSec_;
if (background_) {
drawList.AddRect(
{ 0, 0, static_cast<float>(window_->width), static_cast<float>(window_->height) },
*background_
);
}
UI::EmitTree(*root_, drawList);
// Stage to GPU.
renderer.SetItems(drawList.items);
}

View file

@ -516,109 +516,113 @@ void Window::SetTitle(const std::string_view title) {
#endif
}
void Window::SetCusorImage(std::uint16_t sizeX, std::uint16_t sizeY) {
void Window::SetCursorImage(std::uint16_t width, std::uint16_t height,
std::uint16_t hotspotX, std::uint16_t hotspotY,
const std::uint8_t* pixels) {
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
if(cursorSurface == nullptr) {
if (width == 0 || height == 0 || pixels == nullptr) {
SetDefaultCursor();
return;
}
if (cursorSurface == nullptr) {
cursorSurface = wl_compositor_create_surface(Device::compositor);
}
int stride = width * 4;
int size = stride * height;
// Reuse the existing mmap+buffer if the size is unchanged; otherwise
// tear down and re-allocate.
if (cursorWlBuffer != nullptr &&
cursorBufferOldSize == static_cast<std::uint32_t>(size)) {
// size unchanged — keep the buffer and mmap.
} else {
if (cursorMmap_) {
munmap(cursorMmap_, cursorBufferOldSize);
cursorMmap_ = nullptr;
}
if (cursorWlBuffer) {
wl_buffer_destroy(cursorWlBuffer);
cursorWlBuffer = nullptr;
}
int fd = create_shm_file(size);
if (fd < 0) {
throw std::runtime_error(std::format(
"Window::SetCursorImage: shm allocation for {}B failed", size));
}
void* mapped = mmap(nullptr, size, PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0);
if (mapped == MAP_FAILED) {
close(fd);
throw std::runtime_error("Window::SetCursorImage: mmap failed");
}
cursorMmap_ = static_cast<std::uint8_t*>(mapped);
wl_shm_pool* pool = wl_shm_create_pool(Device::shm, fd, size);
cursorWlBuffer = wl_shm_pool_create_buffer(
pool, 0, width, height, stride, WL_SHM_FORMAT_ARGB8888);
wl_shm_pool_destroy(pool);
close(fd);
cursorBufferOldSize = static_cast<std::uint32_t>(size);
}
// Convert the user's straight-alpha RGBA8 pixels into the compositor's
// expected premultiplied BGRA8 (= ARGB8888 little-endian byte order).
for (int i = 0; i < width * height; ++i) {
std::uint8_t r = pixels[i * 4 + 0];
std::uint8_t g = pixels[i * 4 + 1];
std::uint8_t b = pixels[i * 4 + 2];
std::uint8_t a = pixels[i * 4 + 3];
cursorMmap_[i * 4 + 0] = static_cast<std::uint8_t>((b * a) / 255);
cursorMmap_[i * 4 + 1] = static_cast<std::uint8_t>((g * a) / 255);
cursorMmap_[i * 4 + 2] = static_cast<std::uint8_t>((r * a) / 255);
cursorMmap_[i * 4 + 3] = a;
}
cursorHotspotX_ = hotspotX;
cursorHotspotY_ = hotspotY;
wl_surface_attach(cursorSurface, cursorWlBuffer, 0, 0);
wl_surface_damage(cursorSurface, 0, 0, width, height);
wl_surface_commit(cursorSurface);
// If the pointer is currently inside our window, re-apply the cursor
// so the new hotspot takes effect immediately. Otherwise the next
// pointer-enter event will pick it up.
if (Device::wlPointer && Device::focusedWindow == this && lastPointerSerial_) {
wl_pointer_set_cursor(Device::wlPointer, lastPointerSerial_,
cursorSurface, hotspotX, hotspotY);
}
#endif
#ifdef CRAFTER_GRAPHICS_WINDOW_WIN32
// Win32 cursor support is not implemented for the v2 Window.
(void)width; (void)height; (void)hotspotX; (void)hotspotY; (void)pixels;
#endif
}
void Window::SetDefaultCursor() {
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
if (cursorMmap_) {
munmap(cursorMmap_, cursorBufferOldSize);
cursorMmap_ = nullptr;
}
if (cursorWlBuffer) {
wl_buffer_destroy(cursorWlBuffer);
cursorWlBuffer = nullptr;
}
int stride = sizeX * 4;
int size = stride * sizeY;
cursorBufferOldSize = size;
// Allocate a shared memory file with the right size
int fd = create_shm_file(size);
if (fd < 0) {
throw std::runtime_error(std::format("creating a buffer file for {}B failed", size));
}
wl_shm_pool *pool = wl_shm_create_pool(Device::shm, fd, size);
cursorWlBuffer = wl_shm_pool_create_buffer(pool, 0, sizeX, sizeY, stride, WL_SHM_FORMAT_ARGB8888);
wl_shm_pool_destroy(pool);
close(fd);
wl_surface_attach(cursorSurface, cursorWlBuffer, 0, 0);
wl_surface_damage(cursorSurface, 0, 0, sizeX, sizeY);
wl_surface_commit(cursorSurface);
#endif
#ifdef CRAFTER_GRAPHICS_WINDOW_WIN32
if (cursorBitmap) {
DeleteObject(cursorBitmap);
if (cursorSurface) {
wl_surface_destroy(cursorSurface);
cursorSurface = nullptr;
}
if (cursorHandle) {
DestroyCursor(cursorHandle);
cursorHandle = nullptr;
}
BITMAPINFO bmi = {};
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = sizeX;
bmi.bmiHeader.biHeight = -(int)sizeY; // top-down
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
HDC hdc = GetDC(nullptr);
cursorBitmap = CreateDIBSection(hdc, &bmi, DIB_RGB_COLORS, reinterpret_cast<void**>(&cursorRenderer.buffer[0]), nullptr, 0);
ReleaseDC(nullptr, hdc);
if (!cursorBitmap) {
throw std::runtime_error("CreateDIBSection failed for cursor");
}
cursorSizeX = sizeX;
cursorSizeY = sizeY;
#endif
}
void Window::SetCusorImageDefault() {
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
wl_buffer_destroy(cursorWlBuffer);
wl_surface_destroy(cursorSurface);
cursorSurface = nullptr;
#endif
#ifdef CRAFTER_GRAPHICS_WINDOW_WIN32
if (cursorHandle) {
DestroyCursor(cursorHandle);
cursorHandle = nullptr;
}
if (cursorBitmap) {
DeleteObject(cursorBitmap);
cursorBitmap = nullptr;
}
// Setting nullptr will make WM_SETCURSOR fall through to the default
#endif
}
void Window::UpdateCursorImage() {
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
wl_surface_attach(cursorSurface, cursorWlBuffer, 0, 0);
wl_surface_damage(cursorSurface, 0, 0, 9999999, 99999999);
wl_surface_commit(cursorSurface);
#endif
#ifdef CRAFTER_GRAPHICS_WINDOW_WIN32
// Create a mask bitmap (all zeros = fully opaque, alpha comes from color bitmap)
HBITMAP hMask = CreateBitmap(cursorSizeX, cursorSizeY, 1, 1, nullptr);
ICONINFO ii = {};
ii.fIcon = FALSE;
ii.xHotspot = 0;
ii.yHotspot = 0;
ii.hbmMask = hMask;
ii.hbmColor = cursorBitmap;
if (cursorHandle) {
DestroyCursor(cursorHandle);
}
cursorHandle = (HCURSOR)CreateIconIndirect(&ii);
DeleteObject(hMask);
if (cursorHandle) {
SetCursor(cursorHandle);
cursorBufferOldSize = 0;
cursorHotspotX_ = 0;
cursorHotspotY_ = 0;
// Tell the compositor to drop our cursor surface — passing nullptr
// makes it fall back to the system default.
if (Device::wlPointer && Device::focusedWindow == this && lastPointerSerial_) {
wl_pointer_set_cursor(Device::wlPointer, lastPointerSerial_, nullptr, 0, 0);
}
#endif
}

View file

@ -0,0 +1,56 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:ComputeShader;
import std;
import :Device;
export namespace Crafter {
// Tier 1: thin compute-pipeline wrapper. Owns one VkPipeline created with
// VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT (no pipeline layout — the
// bindless heap supplies all bindings, push constants travel via
// vkCmdPushDataEXT). Use this to dispatch the four standard UI shaders
// and any user-authored compute shader that follows the ui-shared.glsl
// contract.
class ComputeShader {
public:
VkPipeline pipeline = VK_NULL_HANDLE;
ComputeShader() = default;
ComputeShader(const ComputeShader&) = delete;
ComputeShader& operator=(const ComputeShader&) = delete;
ComputeShader(ComputeShader&& other) noexcept;
ComputeShader& operator=(ComputeShader&& other) noexcept;
~ComputeShader();
// Loads a SPIR-V compute shader from disk and creates a pipeline that
// uses the bindless descriptor-heap binding model.
void Load(const std::filesystem::path& spvPath);
// Bind, push constants (if any), dispatch. Caller computes group counts
// and is responsible for any inter-dispatch barriers (UIRenderer::Dispatch
// wraps this with the standard write-after-write barrier).
void Dispatch(VkCommandBuffer cmd,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx,
std::uint32_t gy = 1,
std::uint32_t gz = 1) const;
};
}

View file

@ -18,13 +18,13 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:UIAtlas;
export module Crafter.Graphics:FontAtlas;
import std;
import :Font;
import :ImageVulkan;
import :Device;
export namespace Crafter::UI {
export namespace Crafter {
// Per-glyph metrics. UVs are 0..1 in atlas space; on-screen sizes /
// offsets / advance are in *atlas pixels at the base size* and scale
// linearly with the requested font size at draw time.

View file

@ -16,15 +16,308 @@ You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:UI;
import std;
import Crafter.Event;
import :Device;
import :Window;
import :RenderPass;
import :DescriptorHeapVulkan;
import :ImageVulkan;
import :VulkanBuffer;
import :ComputeShader;
import :FontAtlas;
import :Font;
export import :UILength;
export import :UIWidget;
export import :UILayout;
export import :UIDrawList;
export import :UIAtlas;
export import :UIWidgets;
export import :UITheme;
export import :UIHit;
export import :UIRenderer;
export import :UIScene;
export namespace Crafter {
// ─── push-constant header ───────────────────────────────────────────
// Mirrors shaders/ui-shared.glsl::UIDispatchHeader byte-for-byte. User
// shaders MUST embed this as the first member of their push-constant
// struct so UIRenderer::FillHeader works.
struct UIDispatchHeader {
std::uint32_t outImage;
std::uint32_t itemBuffer;
std::uint32_t surfaceWidth;
std::uint32_t surfaceHeight;
float clipX, clipY, clipW, clipH;
std::uint32_t itemCount;
std::uint32_t frameIdx;
std::uint32_t flags;
std::uint32_t _pad;
};
static_assert(sizeof(UIDispatchHeader) == 48);
// ─── standard item PODs (match GLSL std430) ─────────────────────────
struct QuadItem {
float x, y, w, h;
float r, g, b, a;
float cTL, cTR, cBR, cBL; // per-corner radius in px
float outline, oR, oG, oB; // outline thickness + RGB
};
static_assert(sizeof(QuadItem) == 64);
struct CircleItem {
float cx, cy, radius, _p0;
float r, g, b, a;
float outline, oR, oG, oB;
};
static_assert(sizeof(CircleItem) == 48);
struct ImageItem {
float x, y, w, h;
float u0, v0, u1, v1;
float tR, tG, tB, tA;
std::uint32_t texSlot, sampSlot, _p1, _p2;
};
static_assert(sizeof(ImageItem) == 64);
struct GlyphItem {
float x, y, w, h;
float u0, v0, u1, v1;
float r, g, b, a;
};
static_assert(sizeof(GlyphItem) == 48);
// ─── tiny rect-carving helper ───────────────────────────────────────
// Pure value semantics. No engine, just convenience. Skip if you'd rather
// compute pixels yourself.
struct Rect {
float x = 0, y = 0, w = 0, h = 0;
enum class Anchor { Top, Bottom, Left, Right };
// Returns a sub-rect of `size` along the given anchor edge of self.
// Does not modify `*this`. (Use `.Inset(...)` to drop a margin first.)
Rect SubRect(float size, Anchor a) const noexcept {
switch (a) {
case Anchor::Top: return { x, y, w, std::min(size, h) };
case Anchor::Bottom: return { x, y + h - std::min(size, h), w, std::min(size, h) };
case Anchor::Left: return { x, y, std::min(size, w), h };
case Anchor::Right: return { x + w - std::min(size, w), y, std::min(size, w), h };
}
return *this;
}
Rect Inset(float padding) const noexcept {
return Inset(padding, padding, padding, padding);
}
Rect Inset(float top, float right, float bottom, float left) const noexcept {
float nw = std::max(0.0f, w - left - right);
float nh = std::max(0.0f, h - top - bottom);
return { x + left, y + top, nw, nh };
}
bool Contains(float px, float py) const noexcept {
return px >= x && px < x + w && py >= y && py < y + h;
}
static Rect FromWindow(const Window& win) noexcept {
return { 0, 0, static_cast<float>(win.width), static_cast<float>(win.height) };
}
};
// ─── per-frame callback args ────────────────────────────────────────
struct UIBuildArgs {
VkCommandBuffer cmd;
std::uint32_t frameIdx;
};
// ─── UIRenderer ─────────────────────────────────────────────────────
// One per Window (typically). Owns the four standard compute shaders,
// pre-allocates heap slots for the swapchain images, and exposes a thin
// dispatch helper for both the standard shaders and user-supplied ones.
//
// Workflow:
// 1. Construct, configure (set fontAtlas if drawing text).
// 2. Initialize(window, heap, initCmd) — once, after window.descriptorHeap
// is set and before window.FinishInit().
// 3. window.passes.push_back(&ui).
// 4. Listen on `onBuild`. Inside the callback, fill your item buffers,
// flush them, and call DispatchQuads / DispatchCircles / DispatchImages
// / DispatchText / Dispatch as needed. Library inserts a SHADER_WRITE
// → SHADER_READ|WRITE memory barrier between consecutive dispatches.
class UIRenderer : public RenderPass {
public:
// Pre-loaded standard shaders (public so users can call Dispatch
// directly with them if they want to embed extra push-constant fields
// beyond the standard header).
ComputeShader drawQuads;
ComputeShader drawCircles;
ComputeShader drawImages;
ComputeShader drawText;
// Optional. If set before Initialize, the atlas is registered into a
// sampled-image slot + linear sampler slot, and Update(cmd) is called
// at the top of every Record() so any glyphs ensured during onBuild
// make it to the GPU before the text dispatch reads them.
FontAtlas* fontAtlas = nullptr;
// User callback. Subscribe by holding a Crafter::EventListener<UIBuildArgs>:
// EventListener<UIBuildArgs> sub(&ui.onBuild, [&](UIBuildArgs a) { ... });
// Listener lifetime governs the subscription.
Crafter::Event<UIBuildArgs> onBuild;
UIRenderer() = default;
UIRenderer(const UIRenderer&) = delete;
UIRenderer& operator=(const UIRenderer&) = delete;
// Default shader paths assume Crafter.Build placed the .spv files
// alongside the consumer binary (this is what cfg.shaders does).
void Initialize(Window& window, DescriptorHeapVulkan& heap, VkCommandBuffer initCmd,
std::filesystem::path quadsSpv = "ui-quads.comp.spv",
std::filesystem::path circlesSpv = "ui-circles.comp.spv",
std::filesystem::path imagesSpv = "ui-images.comp.spv",
std::filesystem::path textSpv = "ui-text.comp.spv");
// RenderPass interface — invoked from Window::Render.
void Record(VkCommandBuffer cmd, std::uint32_t frameIdx, Window& window) override;
// ─── helpers used inside `onBuild` ─────────────────────────────
// Builds a populated header. `clipRectPx` defaults to "no clip".
UIDispatchHeader FillHeader(std::uint32_t itemBufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f},
std::uint32_t flags = 0) const noexcept;
// Convenience: dispatches the named standard shader. Group count is
// computed from the window's surface size — the standard shaders
// dispatch one workgroup per 8×8 screen tile and iterate every item
// in the buffer in order, so item ORDER in the buffer == draw order
// on screen (later items overdraw earlier ones, race-free).
void DispatchQuads(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchCircles(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchImages(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
// For DispatchText, the font atlas image+sampler slots are taken from
// UIRenderer's Initialize-time registration (see fontAtlasImageSlot()
// / fontAtlasSamplerSlot()). Set `fontAtlas` before Initialize.
void DispatchText(VkCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
// Generic dispatch — for user-authored shaders. Inserts the standard
// pre-dispatch barrier (skipped on the first call per frame).
void Dispatch(VkCommandBuffer cmd, const ComputeShader& shader,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy = 1, std::uint32_t gz = 1);
// Allocates a heap slot for the buffer and writes its descriptor into
// every per-frame heap. The user's mapped buffer is shared across
// frames — fine because Window::Render currently waits idle before
// submitting the next frame. Returns the slot index for use in headers.
template<typename T, bool Mapped>
std::uint16_t RegisterBuffer(VulkanBuffer<T, Mapped>& buffer);
// Same for an ImageVulkan-managed sampled image (e.g. a user texture).
// Caller specifies the layout the image will be sampled in (typically
// VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL).
template<typename Pixel>
std::uint16_t RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Allocates a sampler slot and writes a VkSamplerCreateInfo into
// every per-frame sampler heap. v1 takes the create-info inline.
std::uint16_t RegisterSampler(const VkSamplerCreateInfo& info);
// Convenience: a linear-filter, clamp-to-edge sampler. Returns the
// slot. Useful for the FontAtlas and most plain image sampling.
std::uint16_t RegisterLinearClampSampler();
// Shapes a UTF-8 string into glyph quads at (x, y) baseline. Calls
// FontAtlas::Ensure for each codepoint (rasterising on first use),
// emits one GlyphItem per visible glyph, returns the count written.
// Use this to fill a GlyphItem buffer that you then dispatch.
// Cursor advances along +X. No line-wrap, no kerning — single line.
std::uint32_t ShapeText(Font& font, float pxSize,
float x, float baselineY,
std::string_view utf8,
std::array<float,4> color,
GlyphItem* out, std::uint32_t outCapacity,
float* outAdvance = nullptr);
// Read after Initialize: the slot the font atlas was registered into.
// 0xFFFF means "no atlas" (set fontAtlas before Initialize).
std::uint16_t FontAtlasImageSlot() const noexcept { return fontAtlasImageSlot_; }
std::uint16_t FontAtlasSamplerSlot() const noexcept { return fontAtlasSamplerSlot_; }
private:
Window* window_ = nullptr;
DescriptorHeapVulkan* heap_ = nullptr;
// One image slot used for the swapchain output. In each per-frame
// heap, that slot points at THAT frame's swapchain image. So the
// shader's `uiImages[hdr.outImage]` is always the current frame's
// swapchain image regardless of which heap is bound.
std::uint16_t outImageSlot_ = 0;
// Stable VkImageViewCreateInfos for the descriptor heap to ingest.
// These must outlive the write call.
VkImageViewCreateInfo atlasViewCreateInfo_{};
std::uint16_t fontAtlasImageSlot_ = 0xFFFF;
std::uint16_t fontAtlasSamplerSlot_ = 0xFFFF;
bool firstDispatchThisFrame_ = true;
void WriteSwapchainDescriptors();
void WriteFontAtlasDescriptor();
// Helper used by RegisterBuffer template (defined in impl). Writes the
// address-range descriptor at `slot` into all per-frame heaps.
void WriteBufferDescriptor(std::uint16_t slot, VkDeviceAddress address, std::uint32_t size);
// Helper used by RegisterImage template — writes a sampled-image at
// `slot` referring to a stable VkImageViewCreateInfo (caller stores).
void WriteSampledImageDescriptor(std::uint16_t slot,
const VkImageViewCreateInfo& viewInfo,
VkImageLayout layout);
};
// ─── template-method implementations ────────────────────────────────
template<typename T, bool Mapped>
std::uint16_t UIRenderer::RegisterBuffer(VulkanBuffer<T, Mapped>& buffer) {
auto range = heap_->AllocateBufferSlots(1);
WriteBufferDescriptor(range.firstElement, buffer.address, buffer.size);
// GLSL `descriptor_heap` indexes buffer-typed views in buffer-descriptor
// units from heap byte 0; the actual buffer region starts past the
// image region at `bufferStartElement`. Return the absolute index so
// the user just hands it to FillHeader without thinking about it.
return static_cast<std::uint16_t>(heap_->bufferStartElement + range.firstElement);
}
template<typename Pixel>
std::uint16_t UIRenderer::RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout) {
auto range = heap_->AllocateImageSlots(1);
// Build a stable view-create-info that lives as long as the heap reads
// it. We co-locate it on the renderer for the font atlas; for arbitrary
// user images we lean on the fact that vkWriteResourceDescriptorsEXT
// copies the view descriptor immediately. (Validated by the heap spec:
// the descriptor is materialised at write time, the create-info need
// not persist past the call.)
VkImageViewCreateInfo info {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = image.image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = format,
.components = {
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
},
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = image.mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
WriteSampledImageDescriptor(range.firstElement, info, layout);
return range.firstElement;
}
}

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:UIComponents;
import std;
import :UI;
import :Font;
import :FontAtlas;
// Tier 3: stateless presentation functions. These append items to the user's
// QuadItem / GlyphItem buffers — they do NOT dispatch. The user dispatches
// via UIRenderer::DispatchQuads / DispatchText after their onBuild fills
// everything, so a frame stays one quads dispatch + one text dispatch
// regardless of how many components were drawn.
//
// State for components that need it (hovered, pressed, dragging, t01) is the
// USER's responsibility — these functions are pure presentation.
//
// EXTENSION MODEL: each function below is short on purpose. If you want a
// hexagon button, an icon-with-label button, a tristate checkbox — copy the
// function body into your code and modify it. There is no override hook.
export namespace Crafter {
// Aggregate for the two item buffers + the optional text-shaping deps.
// Build one per frame in onBuild and pass it to component calls.
struct UIBuffer {
QuadItem* quads = nullptr;
std::uint32_t* quadCount = nullptr;
std::uint32_t quadCap = 0;
GlyphItem* glyphs = nullptr;
std::uint32_t* glyphCount = nullptr;
std::uint32_t glyphCap = 0;
FontAtlas* atlas = nullptr; // for text-emitting components
UIRenderer* renderer = nullptr; // for ShapeText
};
// ─── per-component color blocks ─────────────────────────────────────
// Inline POD aggregates. Users compose their own application-level theme
// by holding a few of these together; the library has no Theme type.
struct ButtonColors {
std::array<float, 4> bg;
std::array<float, 4> bgHover;
std::array<float, 4> bgPressed;
std::array<float, 4> text;
std::array<float, 4> border = {0, 0, 0, 0};
float cornerRadius = 0;
float borderThickness = 0;
};
struct CheckboxColors {
std::array<float, 4> bg;
std::array<float, 4> bgHover;
std::array<float, 4> check;
std::array<float, 4> border = {0, 0, 0, 0};
float cornerRadius = 4;
float borderThickness = 1;
float checkInset = 4; // px on each side
};
struct SliderColors {
std::array<float, 4> track;
std::array<float, 4> trackFilled;
std::array<float, 4> thumb;
std::array<float, 4> thumbHover;
float trackHeight = 4;
float thumbRadius = 8;
};
struct ProgressColors {
std::array<float, 4> bg;
std::array<float, 4> fill;
float cornerRadius = 0;
};
// ─── component functions ───────────────────────────────────────────
// Background quad (color depends on state) + centered label glyphs.
void DrawButton(UIBuffer& buf, Rect r, std::string_view label,
bool hovered, bool pressed,
Font& font, float fontSize,
const ButtonColors& c);
// Outlined quad + a smaller filled inset quad when `checked`.
void DrawCheckbox(UIBuffer& buf, Rect r, bool checked, bool hovered,
const CheckboxColors& c);
// Thin track quad split at `t01` into filled/empty + a circular thumb
// (drawn as a quad with cornerRadius = thumbRadius).
void DrawSlider(UIBuffer& buf, Rect r, float t01, bool dragging,
const SliderColors& c);
// Background quad + a filled quad clipped to t01 of the inner width.
void DrawProgressBar(UIBuffer& buf, Rect r, float t01,
const ProgressColors& c);
}

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
export module Crafter.Graphics:UIDrawList;
import std;
import :UILength;
import :UIWidget;
export namespace Crafter::UI {
class FontAtlas; // forward decl (full def in :UIAtlas)
// Item type tags. Must match the shader-side constants exactly.
enum class ItemType : std::uint32_t {
Rect = 0,
RoundRect = 1,
Glyph = 2,
Image = 3,
ClipPush = 5,
ClipPop = 6,
};
// GPU-bound draw item. Layout matches the shader's UIItem struct under
// GL_EXT_scalar_block_layout (no std140/std430 padding). Keep this in
// sync with shaders/ui.comp.glsl.
//
// Field meanings by ItemType:
// Rect: posPx, sizePx, color (alpha-premultiplied).
// RoundRect: same as Rect + cornerRadiusPx.
// Glyph: posPx/sizePx = on-screen quad; uvRect = atlas region;
// color tints the SDF sample; cornerRadiusPx unused.
// Image: posPx/sizePx = quad; uvRect = source rect (0..1);
// imageIdx = bindless slot offset; color tints.
// ClipPush: posPx/sizePx = clip rect to push (intersected with current).
// ClipPop: fields ignored.
struct UIItem {
std::uint32_t type; // ItemType
std::uint32_t flags;
float posPx[2];
float sizePx[2];
float color[4];
float colorB[4];
float uvRect[4];
std::uint32_t imageIdx;
std::uint32_t cornerRadiusPx;
float reserved[2];
};
static_assert(sizeof(UIItem) == 88, "UIItem size must match shader-side struct");
// CPU-side accumulator. Widgets call `Add(...)` (or convenience helpers)
// during their Emit pass; the renderer copies the resulting buffer into
// the per-frame mapped SSBO and dispatches the compute shader.
class DrawList {
public:
std::vector<UIItem> items;
// Set by the renderer before EmitTree(). Widgets that draw text or
// images consult these — without an atlas, glyph emission is a
// no-op (useful for layout-only debug dumps).
FontAtlas* atlas = nullptr;
std::uint32_t bindlessBaseHeapIdx = 0; // base heap slot for Image widgets
float scale = 1.0f; // device scale (mirrors LayoutContext::scale)
float time = 0.0f; // seconds since scene init (drives blink etc.)
void Reset() { items.clear(); }
void Add(const UIItem& it) { items.push_back(it); }
// Convenience constructors for common items. These keep widget
// Emit code short and self-documenting.
void AddRect(Rect r, Color c) {
UIItem it{};
it.type = static_cast<std::uint32_t>(ItemType::Rect);
it.posPx[0] = r.x; it.posPx[1] = r.y;
it.sizePx[0] = r.w; it.sizePx[1] = r.h;
// Premultiply alpha so the shader's "OVER" operator works without
// a per-pixel multiply.
it.color[0] = c.r * c.a;
it.color[1] = c.g * c.a;
it.color[2] = c.b * c.a;
it.color[3] = c.a;
items.push_back(it);
}
void AddRoundRect(Rect r, Color c, float radiusPx) {
UIItem it{};
it.type = static_cast<std::uint32_t>(ItemType::RoundRect);
it.posPx[0] = r.x; it.posPx[1] = r.y;
it.sizePx[0] = r.w; it.sizePx[1] = r.h;
it.color[0] = c.r * c.a;
it.color[1] = c.g * c.a;
it.color[2] = c.b * c.a;
it.color[3] = c.a;
it.cornerRadiusPx = static_cast<std::uint32_t>(radiusPx);
items.push_back(it);
}
// Glyph item: `quad` is the glyph's on-screen rect, `atlasUV` is
// its (x, y, w, h) region in 0..1 atlas-UV space.
void AddGlyph(Rect quad, Color color, std::array<float, 4> atlasUV) {
UIItem it{};
it.type = static_cast<std::uint32_t>(ItemType::Glyph);
it.posPx[0] = quad.x; it.posPx[1] = quad.y;
it.sizePx[0] = quad.w; it.sizePx[1] = quad.h;
it.color[0] = color.r * color.a;
it.color[1] = color.g * color.a;
it.color[2] = color.b * color.a;
it.color[3] = color.a;
it.uvRect[0] = atlasUV[0]; it.uvRect[1] = atlasUV[1];
it.uvRect[2] = atlasUV[2]; it.uvRect[3] = atlasUV[3];
items.push_back(it);
}
// Image item: `imageHeapOffset` is added to the renderer's
// bindless-base slot at draw time to find the right descriptor.
void AddImage(Rect quad, Color tint, std::uint32_t imageHeapOffset,
std::array<float, 4> sourceUV = {0, 0, 1, 1}) {
UIItem it{};
it.type = static_cast<std::uint32_t>(ItemType::Image);
it.posPx[0] = quad.x; it.posPx[1] = quad.y;
it.sizePx[0] = quad.w; it.sizePx[1] = quad.h;
it.color[0] = tint.r * tint.a;
it.color[1] = tint.g * tint.a;
it.color[2] = tint.b * tint.a;
it.color[3] = tint.a;
it.uvRect[0] = sourceUV[0]; it.uvRect[1] = sourceUV[1];
it.uvRect[2] = sourceUV[2]; it.uvRect[3] = sourceUV[3];
it.imageIdx = imageHeapOffset;
items.push_back(it);
}
// Clip stack — emit a ClipPush at the start of the clipped region
// and a matching ClipPop at the end. The shader maintains a small
// fixed-size stack and intersects pushes with the existing clip.
void PushClip(Rect r) {
UIItem it{};
it.type = static_cast<std::uint32_t>(ItemType::ClipPush);
it.posPx[0] = r.x; it.posPx[1] = r.y;
it.sizePx[0] = r.w; it.sizePx[1] = r.h;
items.push_back(it);
}
void PopClip() {
UIItem it{};
it.type = static_cast<std::uint32_t>(ItemType::ClipPop);
items.push_back(it);
}
};
// Walk the laid-out tree and emit every widget's items.
inline void EmitTree(const Widget& root, DrawList& dl) {
root.Emit(dl);
}
}

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
export module Crafter.Graphics:UIHit;
import std;
import :UILength;
import :UIWidget;
export namespace Crafter::UI {
// Find the topmost widget whose computedRect contains (x, y).
// Children are visited in reverse order so later children (drawn on
// top) win ties. Returns nullptr if the point is outside `root`.
inline Widget* HitTest(Widget& root, float x, float y) {
if (!root.computedRect.Contains(x, y)) return nullptr;
// Search children in reverse — the last-added child is on top in
// our draw order, so it wins overlapping hits.
for (auto it = root.children_.rbegin(); it != root.children_.rend(); ++it) {
if (Widget* hit = HitTest(**it, x, y); hit) return hit;
}
return &root;
}
// Dispatch a click at (x, y) to the topmost widget under the cursor,
// bubbling to ancestors until one returns true (handled). The default
// Widget::OnMouseClick returns false, so leaf widgets that don't care
// automatically defer to their parents.
inline void DispatchClick(Widget& root, float x, float y) {
Widget* target = HitTest(root, x, y);
while (target) {
if (target->OnMouseClick(x, y)) return;
target = target->parent;
}
}
}

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
export module Crafter.Graphics:UILayout;
import std;
import :UILength;
import :UIWidget;
export namespace Crafter::UI {
// Convert a Length to device pixels. `parentExtent` is the parent's
// available extent on the same axis (already in device px). `autoFn`
// produces the size to use for `Auto` and `Frac` modes — for Auto this
// is the desired-content size, for Frac it's the same fallback (Frac
// is meaningful only inside a stack container, which resolves it
// separately; everywhere else it's just "fill what's available", same
// as Auto).
template<typename AutoFn>
constexpr float ResolveLength(Length len, float parentExtent, float scale, AutoFn&& autoFn) {
switch (len.mode) {
case Length::Mode::Px: return len.value * scale;
case Length::Mode::Pct: return len.value * 0.01f * parentExtent;
case Length::Mode::Auto: return static_cast<float>(autoFn());
case Length::Mode::Frac: return static_cast<float>(autoFn());
}
return 0.0f;
}
// Edges resolved into device pixels (no Length involvement; Edges are
// already plain floats in logical px).
struct EdgesPx {
float top = 0, right = 0, bottom = 0, left = 0;
constexpr float Horiz() const { return left + right; }
constexpr float Vert() const { return top + bottom; }
};
constexpr EdgesPx ResolveEdges(Edges e, float scale) {
return { e.top * scale, e.right * scale, e.bottom * scale, e.left * scale };
}
// Rect minus padding — yields the content rect.
constexpr Rect ShrinkBy(Rect r, EdgesPx p) {
return {
r.x + p.left,
r.y + p.top,
std::max(0.0f, r.w - p.Horiz()),
std::max(0.0f, r.h - p.Vert()),
};
}
// Run the two-pass measure/arrange on a root widget bound to a surface
// of `surfacePx` device pixels at `scale`. The root receives the full
// surface as its arrange rect.
inline void RunLayout(Widget& root, Size surfacePx, float scale) {
LayoutContext ctx{ .scale = scale, .surfaceSize = surfacePx };
root.Measure(surfacePx, ctx);
root.Arrange({0, 0, surfacePx.w, surfacePx.h}, ctx);
}
}

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
export module Crafter.Graphics:UILength;
import std;
export namespace Crafter::UI {
struct Length {
enum class Mode : std::uint8_t { Px, Pct, Auto, Frac };
Mode mode = Mode::Auto;
float value = 0.0f;
static constexpr Length Px(float v) { return {Mode::Px, v}; }
static constexpr Length Pct(float v) { return {Mode::Pct, v}; }
static constexpr Length Auto() { return {Mode::Auto, 0.0f}; }
static constexpr Length Frac(float v) { return {Mode::Frac, v}; }
};
enum class Anchor : std::uint8_t {
TopLeft, Top, TopRight,
Left, Center, Right,
BottomLeft, Bottom, BottomRight,
};
struct Edges {
float top = 0, right = 0, bottom = 0, left = 0;
constexpr Edges() = default;
constexpr explicit Edges(float all) : top(all), right(all), bottom(all), left(all) {}
constexpr Edges(float vert, float horiz) : top(vert), right(horiz), bottom(vert), left(horiz) {}
constexpr Edges(float t, float r, float b, float l) : top(t), right(r), bottom(b), left(l) {}
};
struct Color {
float r = 0, g = 0, b = 0, a = 1;
constexpr Color() = default;
constexpr Color(float r, float g, float b, float a = 1.0f) : r(r), g(g), b(b), a(a) {}
// 0xRRGGBB, alpha = 1.0
static constexpr Color rgb(std::uint32_t hex) {
return {
((hex >> 16) & 0xFF) / 255.0f,
((hex >> 8) & 0xFF) / 255.0f,
( hex & 0xFF) / 255.0f,
1.0f
};
}
// 0xRRGGBBAA
static constexpr Color rgba(std::uint32_t hex) {
return {
((hex >> 24) & 0xFF) / 255.0f,
((hex >> 16) & 0xFF) / 255.0f,
((hex >> 8) & 0xFF) / 255.0f,
( hex & 0xFF) / 255.0f
};
}
};
struct Size {
float w = 0, h = 0;
};
struct Rect {
float x = 0, y = 0, w = 0, h = 0;
constexpr float Right() const { return x + w; }
constexpr float Bottom() const { return y + h; }
constexpr bool Contains(float px, float py) const {
return px >= x && px < x + w && py >= y && py < y + h;
}
constexpr Rect Intersect(Rect o) const {
float l = std::max(x, o.x);
float t = std::max(y, o.y);
float r = std::min(Right(), o.Right());
float b = std::min(Bottom(), o.Bottom());
if (r <= l || b <= t) return {0, 0, 0, 0};
return {l, t, r - l, b - t};
}
};
}

View file

@ -1,110 +0,0 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:UIRenderer;
import std;
import :Device;
import :Window;
import :RenderPass;
import :DescriptorHeapVulkan;
import :VulkanBuffer;
import :SamplerVulkan;
import :ShaderVulkan;
import :ImageVulkan;
import :UIDrawList;
import :UIAtlas;
export namespace Crafter::UI {
// The compute-pass-side renderer. Owns the compute pipeline, per-frame
// item buffers, the SDF glyph atlas, and the descriptor-heap slot
// allocations. Implements RenderPass so it plugs into Window::passes.
//
// Lifecycle:
// - Initialize(window, shaderPath) — once, after the window has a
// descriptor heap. Allocates slots, creates pipeline, atlas image.
// - SetItems(span<UIItem>) per frame, before Window::Render runs.
// - Record(...) — invoked by Window::Render's pass loop.
class UIRenderer : public RenderPass {
public:
// Defaulted bindless slot capacity — covers most game UIs without
// descriptor heap pressure. Override in Initialize.
static constexpr std::uint16_t kDefaultBindlessImageCount = 256;
FontAtlas atlas;
// Initialize. `initCmd` must be a command buffer in recording
// state — used to transition the atlas image. Window must already
// have a non-null descriptorHeap with enough free slots for
// (numFrames + 1 + bindlessImageCount) images, numFrames buffers,
// and 1 sampler.
void Initialize(Window& window,
VkCommandBuffer initCmd,
const std::filesystem::path& spvPath = "ui.comp.spv",
std::uint16_t bindlessImageCount = kDefaultBindlessImageCount);
// Stage `items` into the next-frame mapped buffer. Must be called
// BEFORE Window::Render so the buffer is flushed before the
// dispatch reads it.
void SetItems(std::span<const UIItem> items);
// RenderPass impl — invoked from Window::Render's pass loop.
void Record(VkCommandBuffer cmd, std::uint32_t frameIdx, Window& window) override;
// Heap slot accessors — UIScene reads these to populate DrawList.
std::uint32_t BindlessBaseHeapIdx() const { return bindlessBase_; }
FontAtlas& Atlas() { return atlas; }
// The frame currently being staged. Window::Render advances
// `currentBuffer` before passes record; SetItems writes to
// (currentBuffer + 1) so the previous frame's buffer is still in
// flight on the GPU. For V1 we ride on Window's currentBuffer
// directly since vkQueueWaitIdle gates each frame.
std::uint32_t pendingItemCount = 0;
private:
Window* window_ = nullptr;
VkPipeline pipeline_ = VK_NULL_HANDLE;
VulkanBuffer<UIItem, true> itemBufs_[Window::numFrames];
std::uint16_t itemCapacity_ = 0;
// Heap slot allocations (resource heap unless noted).
std::uint16_t outImageBase_ = 0; // images[outImageBase_ + frame] = swapchain view
std::uint16_t atlasImageSlot_ = 0; // sampled atlas image slot
std::uint16_t bindlessBase_ = 0; // first user-image slot
std::uint16_t bindlessCount_ = 0; // user-image slot count
std::uint16_t itemBufBase_ = 0; // SSBO slot base; per-frame at base + i
std::uint16_t linearSamplerSlot_ = 0; // sampler heap
// Stable VkImageViewCreateInfo for the atlas — descriptor heap
// writes need a pointer to one, so we keep it on the renderer.
VkImageViewCreateInfo atlasViewCreateInfo_{};
// Helpers.
void GrowItemBuffersIfNeeded(std::uint32_t needed);
void WriteSwapchainDescriptors();
void WriteAtlasDescriptor();
void WriteSamplerDescriptors();
void WriteItemBufferDescriptors();
void CreatePipeline(const std::filesystem::path& spvPath);
void CreateLinearSampler();
};
}

View file

@ -1,112 +0,0 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
export module Crafter.Graphics:UIScene;
import std;
import :Window;
import :Types;
import :DescriptorHeapVulkan;
import Crafter.Event;
import :UIWidget;
import :UIWidgets;
import :UILayout;
import :UIDrawList;
import :UIRenderer;
import :UIHit;
export namespace Crafter::UI {
// The single user-facing wrapper that ties the widget tree to the
// window's frame loop. Owns the renderer + draw list, optionally
// owns a default descriptor heap, registers itself as a RenderPass on
// the window, and routes mouse clicks through the hit tester.
//
// Typical usage:
//
// Crafter::Window window(1280, 720, "Demo");
// window.StartInit(); window.FinishInit();
// Crafter::UI::UIScene scene;
// scene.Initialize(window);
// scene.Root(VStack{}.children(
// Button{"Play"}.onClick([&]{ ... }),
// ...
// ));
// window.Render();
// window.StartUpdate(); // continuous rendering
// window.StartSync();
class UIScene {
public:
UIRenderer renderer;
DrawList drawList;
UIScene() = default;
UIScene(const UIScene&) = delete;
UIScene& operator=(const UIScene&) = delete;
~UIScene();
void Initialize(Window& window,
const std::filesystem::path& spvPath = "ui.comp.spv");
// Replace the widget tree. Takes ownership and clears focus
// (the previously-focused widget will be destroyed with the
// old tree).
template<typename W>
requires std::derived_from<std::remove_cvref_t<W>, Widget>
void Root(W&& root) {
SetFocus(nullptr);
using T = std::remove_cvref_t<W>;
auto p = std::make_unique<T>(std::move(root));
p->parent = nullptr;
root_ = std::move(p);
}
// Focus management. Calling with nullptr blurs whatever was focused.
void SetFocus(Widget* w);
Widget* Focused() const { return focused_; }
// Optional surface-clearing colour. The swapchain image is
// STORAGE-only (can't be vkCmdClearColorImage'd), so we paint a
// full-surface rect at the start of every frame's draw list when
// this is set.
UIScene& background(Color c) { background_ = c; return *this; }
Widget* root() { return root_.get(); }
const Widget* root() const { return root_.get(); }
private:
Window* window_ = nullptr;
std::unique_ptr<Widget> root_;
std::optional<Color> background_;
// Auto-allocated heap for UI-only apps. If the user already attached
// a heap to the window, we leave it alone and don't own one.
DescriptorHeapVulkan ownedHeap_;
bool ownsHeap_ = false;
std::unique_ptr<EventListener<void>> mouseListener_;
std::unique_ptr<EventListener<FrameTime>> updateListener_;
std::unique_ptr<EventListener<const std::string_view>> textListener_;
std::unique_ptr<EventListener<CrafterKeys>> keyListener_;
Widget* focused_ = nullptr;
float elapsedSec_ = 0.0f;
float WindowScale() const;
void RebuildFrame();
};
}

View file

@ -1,80 +0,0 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
export module Crafter.Graphics:UITheme;
import std;
import :UILength;
import :UIWidgets;
import :Font;
export namespace Crafter::UI {
// Flat theme — named slots, no cascading. Users keep one Theme value
// (typically as a member of their scene) and reference its slots on
// each widget via `.style(theme.primary)` etc. No automatic
// propagation: per-widget overrides win.
struct Theme {
// Buttons
ButtonStyle primary; // default action ("Save", "Play")
ButtonStyle secondary; // neutral action ("Cancel", "Back")
ButtonStyle danger; // destructive ("Delete", "Quit")
ButtonStyle disabled; // greyed out
// Inputs
InputFieldStyle input;
// Generic palette
Color text {0.95f, 0.95f, 0.95f, 1.0f};
Color textMuted {0.65f, 0.65f, 0.65f, 1.0f};
Color panel {0.10f, 0.11f, 0.13f, 1.0f};
Color panelElevated {0.14f, 0.15f, 0.17f, 1.0f};
Color border {0.30f, 0.30f, 0.30f, 1.0f};
Color focusRing {0.40f, 0.70f, 1.00f, 1.0f};
// Typography. Optional: not every widget requires the theme's font;
// builder methods can override per-instance.
Font* defaultFont = nullptr;
float defaultFontSize = 16.0f;
};
namespace themes {
// A balanced dark-mode theme — matches the kind of game-menu palette
// 3DForts uses. Users can copy + tweak.
inline Theme default_dark() {
Theme t;
t.primary.background = Color{0.22f, 0.45f, 0.78f, 1.0f};
t.primary.hoverBackground = Color{0.28f, 0.55f, 0.92f, 1.0f};
t.primary.pressedBackground = Color{0.16f, 0.36f, 0.66f, 1.0f};
t.primary.textColor = Color{1.0f, 1.0f, 1.0f, 1.0f};
t.secondary.background = Color{0.20f, 0.20f, 0.20f, 1.0f};
t.secondary.hoverBackground = Color{0.28f, 0.28f, 0.28f, 1.0f};
t.secondary.pressedBackground = Color{0.14f, 0.14f, 0.14f, 1.0f};
t.danger.background = Color{0.62f, 0.20f, 0.20f, 1.0f};
t.danger.hoverBackground = Color{0.78f, 0.26f, 0.26f, 1.0f};
t.danger.pressedBackground = Color{0.46f, 0.14f, 0.14f, 1.0f};
t.danger.textColor = Color{1.0f, 0.95f, 0.95f, 1.0f};
t.disabled.background = Color{0.15f, 0.15f, 0.15f, 1.0f};
t.disabled.textColor = Color{0.50f, 0.50f, 0.50f, 1.0f};
return t;
}
}
}

View file

@ -1,189 +0,0 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
export module Crafter.Graphics:UIWidget;
import std;
import :UILength;
import :Types; // for CrafterKeys
export namespace Crafter::UI {
struct DrawList; // forward decl (full def in :UIDrawList)
// Threaded through layout. Holds anything every widget needs from the
// surrounding scene at layout time (DPI scale, root surface size, …).
struct LayoutContext {
float scale = 1.0f; // device scale (Window::scale)
Size surfaceSize{}; // root surface in device px
};
struct Widget {
Length width_ = Length::Auto();
Length height_ = Length::Auto();
Edges padding_;
Edges margin_;
std::optional<Anchor> anchor_;
// Layout output, filled by the engine.
Rect computedRect{};
Size desiredSize{};
bool dirty = true;
// Tree.
Widget* parent = nullptr;
std::vector<std::unique_ptr<Widget>> children_;
Widget() = default;
Widget(const Widget&) = delete;
Widget& operator=(const Widget&) = delete;
Widget(Widget&&) = default;
Widget& operator=(Widget&&) = default;
virtual ~Widget() = default;
// Layout protocol — Measure returns the size this widget wants given
// the available space; engine then calls Arrange with the final rect.
virtual Size Measure(Size avail, const LayoutContext& ctx) = 0;
virtual void Arrange(Rect rect, const LayoutContext& ctx) = 0;
// Interaction protocol — return true if the event was handled and
// should NOT bubble to the parent. Default: not handled.
virtual bool OnMouseClick(float /*x*/, float /*y*/) { return false; }
// Focus protocol. Widgets that opt in (e.g. InputField) return
// true from IsFocusable; UIScene tracks the currently-focused
// widget and routes keyboard events to it.
virtual bool IsFocusable() const { return false; }
virtual void OnFocus() {}
virtual void OnBlur() {}
// Keyboard input. Both default to "not handled". OnTextInput
// receives a UTF-8 substring (typically one codepoint per call).
// OnKeyDown receives non-character keys (Backspace, arrows, …).
virtual bool OnTextInput(std::string_view /*text*/) { return false; }
virtual bool OnKeyDown (CrafterKeys /*key*/) { return false; }
// Drawing protocol — emit GPU-bound draw items into `dl`. Default
// implementation is "container behaviour": just descend into
// children. Leaf widgets override to emit their own primitives;
// containers that also draw (Button background, ScrollView clip
// push/pop, TabView bar) override and explicitly recurse into
// children where appropriate.
//
// The body just forwards to children, so the forward-declared
// DrawList is enough — no member access here.
virtual void Emit(DrawList& dl) const {
for (auto& c : children_) c->Emit(dl);
}
// Walk all descendants in pre-order.
template<typename F>
void ForEach(F&& f) {
f(*this);
for (auto& c : children_) c->ForEach(f);
}
};
// CRTP base providing fluent setters that return the concrete widget type.
template<typename Self>
struct WidgetBuilder : Widget {
Self& self() { return static_cast<Self&>(*this); }
Self& width(Length l) { width_ = l; return self(); }
Self& height(Length l) { height_ = l; return self(); }
Self& size(Length w, Length h) { width_ = w; height_ = h; return self(); }
Self& padding(Edges e) { padding_ = e; return self(); }
Self& padding(float all) { padding_ = Edges(all); return self(); }
Self& padding(float v, float h) { padding_ = Edges(v, h); return self(); }
Self& margin(Edges e) { margin_ = e; return self(); }
Self& margin(float all) { margin_ = Edges(all); return self(); }
Self& anchor(Anchor a) { anchor_ = a; return self(); }
Self& expand() { width_ = Length::Frac(1); height_ = Length::Frac(1); return self(); }
// Take ownership of a parameter pack of widgets and append them as children.
template<typename... Ws>
requires (std::derived_from<std::decay_t<Ws>, Widget> && ...)
Self& children(Ws&&... ws) {
children_.reserve(children_.size() + sizeof...(Ws));
(AppendChild(std::forward<Ws>(ws)), ...);
return self();
}
private:
// .children(...) takes ownership of each widget argument unconditionally;
// builder chains like `Button{"X"}.font(f)` return Self& (lvalue ref to
// the temporary), so we always move rather than std::forward.
template<typename W>
void AppendChild(W&& w) {
using T = std::remove_cvref_t<W>;
auto p = std::make_unique<T>(std::move(w));
p->parent = this;
children_.push_back(std::move(p));
}
};
// Stable typed handle into the scene; populated by the scene when a
// widget tree is mounted.
template<typename T>
struct WidgetRef {
T* node = nullptr;
T* operator->() const { return node; }
T& operator*() const { return *node; }
explicit operator bool() const { return node != nullptr; }
};
// Mutable observable value. Setting a new value invokes any registered
// watchers; widgets register watchers in their mount step to mark
// themselves dirty when the underlying value changes.
template<typename T>
class Observable {
public:
Observable() = default;
Observable(T v) : value_(std::move(v)) {}
Observable(const Observable&) = delete;
Observable& operator=(const Observable&) = delete;
Observable& operator=(T v) {
if constexpr (std::equality_comparable<T>) {
if (value_ == v) return *this;
}
value_ = std::move(v);
Notify();
return *this;
}
const T& Get() const { return value_; }
operator const T&() const { return value_; }
// Register a watcher; returned token unregisters on destruction.
// For V1 there is no unsubscribe — watchers live as long as the
// Observable does. The scene clears watchers when widgets are torn
// down by destroying the Observable they were watching.
void Watch(std::function<void()> fn) {
watchers_.push_back(std::move(fn));
}
private:
T value_{};
std::vector<std::function<void()>> watchers_;
void Notify() {
for (auto& w : watchers_) w();
}
};
}

File diff suppressed because it is too large Load diff

View file

@ -106,9 +106,19 @@ export namespace Crafter {
void Resize(std::uint32_t width, std::uint32_t height);
void Render();
void Update();
void UpdateCursorImage();
void SetCusorImage(std::uint16_t sizeX, std::uint16_t sizeY);
void SetCusorImageDefault();
// Replace the system cursor with a custom image. `pixels` is
// `width*height*4` bytes in R8G8B8A8 memory order (matching
// stb_image's STBI_rgb_alpha output) with straight (non-premultiplied)
// alpha — the conversion to the compositor's expected format is
// handled internally. The hotspot is in image-pixel coordinates.
// Re-callable at any time.
void SetCursorImage(std::uint16_t width, std::uint16_t height,
std::uint16_t hotspotX, std::uint16_t hotspotY,
const std::uint8_t* pixels);
// Restore the default system cursor (releases any previously-uploaded
// cursor pixel buffer).
void SetDefaultCursor();
#ifdef CRAFTER_TIMING
std::chrono::nanoseconds totalUpdate;
@ -139,6 +149,15 @@ export namespace Crafter {
wl_surface* cursorSurface = nullptr;
wl_buffer* cursorWlBuffer = nullptr;
std::uint32_t cursorBufferOldSize = 0;
// mmap'd view of the SHM cursor buffer — the user-supplied pixels
// are written here in BGRA8888 order. Lifetime matches cursorWlBuffer.
std::uint8_t* cursorMmap_ = nullptr;
std::uint16_t cursorHotspotX_ = 0;
std::uint16_t cursorHotspotY_ = 0;
// Most recent serial from a wl_pointer.enter on this window's surface.
// Needed so `SetCursorImage` can re-issue `wl_pointer_set_cursor`
// mid-session (the hotspot only updates when set_cursor is recalled).
std::uint32_t lastPointerSerial_ = 0;
static void xdg_surface_handle_preferred_scale(void* data, wp_fractional_scale_v1*, std::uint32_t scale);
static void wl_surface_frame_done(void *data, wl_callback *cb, uint32_t time);

View file

@ -38,4 +38,7 @@ export import :SamplerVulkan;
export import :DescriptorHeapVulkan;
export import :RenderPass;
export import :RTPass;
export import :FontAtlas;
export import :ComputeShader;
export import :UI;
export import :UIComponents;

View file

@ -63,12 +63,14 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
if (opts.Has("--timing")) cfg.defines.push_back({"CRAFTER_TIMING", ""});
std::array<fs::path, 30> ifaces = {
std::array<fs::path, 23> ifaces = {
"interfaces/Crafter.Graphics",
"interfaces/Crafter.Graphics-Animation",
"interfaces/Crafter.Graphics-ComputeShader",
"interfaces/Crafter.Graphics-DescriptorHeapVulkan",
"interfaces/Crafter.Graphics-Device",
"interfaces/Crafter.Graphics-Font",
"interfaces/Crafter.Graphics-FontAtlas",
"interfaces/Crafter.Graphics-ForwardDeclarations",
"interfaces/Crafter.Graphics-ImageVulkan",
"interfaces/Crafter.Graphics-Mesh",
@ -81,33 +83,29 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
"interfaces/Crafter.Graphics-ShaderVulkan",
"interfaces/Crafter.Graphics-Types",
"interfaces/Crafter.Graphics-UI",
"interfaces/Crafter.Graphics-UIAtlas",
"interfaces/Crafter.Graphics-UIDrawList",
"interfaces/Crafter.Graphics-UIHit",
"interfaces/Crafter.Graphics-UILayout",
"interfaces/Crafter.Graphics-UILength",
"interfaces/Crafter.Graphics-UIRenderer",
"interfaces/Crafter.Graphics-UIScene",
"interfaces/Crafter.Graphics-UITheme",
"interfaces/Crafter.Graphics-UIWidget",
"interfaces/Crafter.Graphics-UIWidgets",
"interfaces/Crafter.Graphics-UIComponents",
"interfaces/Crafter.Graphics-VulkanBuffer",
"interfaces/Crafter.Graphics-VulkanTransition",
"interfaces/Crafter.Graphics-Window",
};
std::array<fs::path, 8> impls = {
std::array<fs::path, 9> impls = {
"implementations/Crafter.Graphics-ComputeShader",
"implementations/Crafter.Graphics-Device",
"implementations/Crafter.Graphics-Font",
"implementations/Crafter.Graphics-FontAtlas",
"implementations/Crafter.Graphics-Mesh",
"implementations/Crafter.Graphics-RenderingElement3D",
"implementations/Crafter.Graphics-UIAtlas",
"implementations/Crafter.Graphics-UIRenderer",
"implementations/Crafter.Graphics-UIScene",
"implementations/Crafter.Graphics-UI",
"implementations/Crafter.Graphics-UIComponents",
"implementations/Crafter.Graphics-Window",
};
cfg.GetInterfacesAndImplementations(ifaces, impls);
cfg.shaders.emplace_back(fs::path("shaders/ui.comp.glsl"), std::string("main"), ShaderType::Compute);
cfg.shaders.emplace_back(fs::path("shaders/ui-quads.comp.glsl"), std::string("main"), ShaderType::Compute);
cfg.shaders.emplace_back(fs::path("shaders/ui-circles.comp.glsl"), std::string("main"), ShaderType::Compute);
cfg.shaders.emplace_back(fs::path("shaders/ui-images.comp.glsl"), std::string("main"), ShaderType::Compute);
cfg.shaders.emplace_back(fs::path("shaders/ui-text.comp.glsl"), std::string("main"), ShaderType::Compute);
cfg.buildFiles.emplace_back(fs::path("shaders/ui-shared.glsl"));
return cfg;
}

View file

@ -0,0 +1,48 @@
#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
vec2 sp = vec2(screenPx) + 0.5;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
CircleItem it = LoadCircleItem(pc.hdr.itemBuffer, i);
vec2 center = it.centerRadius.xy;
float radius = it.centerRadius.z;
if (radius <= 0.0) continue;
// Cheap bounding-box reject.
if (abs(sp.x - center.x) > radius + 1.0) continue;
if (abs(sp.y - center.y) > radius + 1.0) continue;
float d = length(sp - center) - radius;
float bodyA = clamp(0.5 - d, 0.0, 1.0);
if (bodyA <= 0.0 && it.outline.x <= 0.0) continue;
vec4 src = vec4(it.color.rgb, it.color.a * bodyA);
if (it.outline.x > 0.0) {
float t = abs(d + it.outline.x * 0.5) - it.outline.x * 0.5;
float outlineA = clamp(0.5 - t, 0.0, 1.0);
src.rgb = mix(src.rgb, it.outline.yzw, outlineA);
src.a = max(src.a, outlineA);
}
if (src.a <= 0.0) continue;
dst = uiBlendOver(dst, src);
}
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}

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#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
vec2 sp = vec2(screenPx) + 0.5;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
ImageItem it = LoadImageItem(pc.hdr.itemBuffer, i);
vec2 lo = it.rect.xy;
vec2 hi = it.rect.xy + it.rect.zw;
if (sp.x < lo.x || sp.y < lo.y) continue;
if (sp.x >= hi.x || sp.y >= hi.y) continue;
vec2 t = (sp - it.rect.xy) / it.rect.zw;
vec2 uv = mix(it.uv.xy, it.uv.zw, t);
uint texSlot = it.slots.x;
uint sampSlot = it.slots.y;
vec4 sampled = texture(
sampler2D(uiTextures[nonuniformEXT(texSlot)],
uiSamplers[nonuniformEXT(sampSlot)]),
uv
);
vec4 src = sampled * it.tint;
if (src.a <= 0.0) continue;
dst = uiBlendOver(dst, src);
}
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}

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#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
// One workgroup per 8×8 screen tile. Each thread owns one pixel and iterates
// every QuadItem in order, accumulating into a local dst register, so item
// order in the buffer == draw order on screen (later items overdraw earlier).
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
vec2 sp = vec2(screenPx) + 0.5;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
QuadItem it = LoadQuadItem(pc.hdr.itemBuffer, i);
// Cheap pre-test against the item's axis-aligned rect.
vec2 lo = it.rect.xy;
vec2 hi = it.rect.xy + it.rect.zw;
if (sp.x < lo.x || sp.y < lo.y) continue;
if (sp.x >= hi.x || sp.y >= hi.y) continue;
vec2 halfSize = it.rect.zw * 0.5;
vec2 p = sp - (it.rect.xy + halfSize);
float d = uiSdRoundRect(p, halfSize, it.corners);
float bodyA = clamp(0.5 - d, 0.0, 1.0);
if (bodyA <= 0.0 && it.outline.x <= 0.0) continue;
vec4 src = vec4(it.color.rgb, it.color.a * bodyA);
if (it.outline.x > 0.0) {
float t = abs(d + it.outline.x * 0.5) - it.outline.x * 0.5;
float outlineA = clamp(0.5 - t, 0.0, 1.0);
src.rgb = mix(src.rgb, it.outline.yzw, outlineA);
src.a = max(src.a, outlineA);
}
if (src.a <= 0.0) continue;
dst = uiBlendOver(dst, src);
}
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}

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// Crafter.Graphics UI shader contract — shared by every standard UI compute
// shader and intended to be #included by user-authored shaders that want to
// dispatch alongside them. Layouts here are FROZEN: only additive changes
// (using the reserved `flags` bits or `_pad`).
#extension GL_EXT_shader_image_load_formatted : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_descriptor_heap : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_buffer_reference : enable
// ─── bindless heap declarations ─────────────────────────────────────────
// The same heap slot can be read as either uiImages[] (storage image) or
// uiTextures[] (sampled image) depending on which descriptor was written
// at that slot. Samplers live in a separate sampler heap.
layout(descriptor_heap) uniform image2D uiImages[];
layout(descriptor_heap) uniform texture2D uiTextures[];
layout(descriptor_heap) uniform sampler uiSamplers[];
// ─── push-constant header ───────────────────────────────────────────────
// Every UI dispatch's push-constant struct begins with this. User shaders
// MUST embed it as the first member so UIRenderer::FillHeader works.
struct UIDispatchHeader {
uint outImage; // heap slot of the swapchain image (this frame)
uint itemBuffer; // heap slot of the item SSBO
uvec2 surfaceSize; // window pixel size
vec4 clipRectPx; // (xy, wh) — every standard shader honors this
uint itemCount;
uint frameIdx;
uint flags; // user-defined feature bits
uint _pad; // reserved — keep zeroed
};
// ─── standard item structs ──────────────────────────────────────────────
// These match the C++ Crafter::QuadItem / CircleItem / ImageItem / GlyphItem
// byte-for-byte under std430.
struct QuadItem { vec4 rect; vec4 color; vec4 corners; vec4 outline; };
// rect = (x, y, w, h) in pixels
// color = filled body RGBA (premultiplied alpha not assumed)
// corners = per-corner radius in px (TL, TR, BR, BL); 0 = sharp
// outline = (thickness, R, G, B); thickness > 0 paints an outline of given color
struct CircleItem { vec4 centerRadius; vec4 color; vec4 outline; };
// centerRadius = (cx, cy, radius, _)
// outline.x = thickness (0 = filled), .yzw = outline RGB
struct ImageItem { vec4 rect; vec4 uv; vec4 tint; uvec4 slots; };
// rect = (x, y, w, h)
// uv = (u0, v0, u1, v1) into the source texture
// tint = multiplied with the sampled color
// slots = (textureHeapSlot, samplerHeapSlot, _, _)
struct GlyphItem { vec4 rect; vec4 uv; vec4 color; };
// rect = (x, y, w, h) on screen
// uv = (u0, v0, u1, v1) into the SDF font atlas
// color = glyph color (alpha modulated by SDF)
// ─── SSBO heap views ────────────────────────────────────────────────────
// One declaration per item type; each shader uses the one matching its
// dispatch. Indexed by hdr.itemBuffer.
layout(descriptor_heap, std430) readonly buffer UIQuadBuf { QuadItem items[]; } uiQuadHeap[];
layout(descriptor_heap, std430) readonly buffer UICircleBuf { CircleItem items[]; } uiCircleHeap[];
layout(descriptor_heap, std430) readonly buffer UIImageBuf { ImageItem items[]; } uiImageHeap[];
layout(descriptor_heap, std430) readonly buffer UIGlyphBuf { GlyphItem items[]; } uiGlyphHeap[];
// ──── Driver workaround: per-member SSBO load ────────────────────────────
// `UIItem it = itemHeap[idx].items[i]` emits an OpLoad of a composite type
// from a descriptor-heap'd SSBO, which crashes the GPU on the NVIDIA
// VK_EXT_descriptor_heap path (verified with a 1-float struct repro).
// Reading individual members works (each becomes OpAccessChain + scalar
// OpLoad). LoadItem reassembles the struct member-by-member into a local;
// the rest of the shader then operates on a regular local var.
ImageItem LoadImageItem(uint heap, uint i) {
ImageItem it;
it.rect = uiImageHeap[heap].items[i].rect;
it.uv = uiImageHeap[heap].items[i].uv;
it.tint = uiImageHeap[heap].items[i].tint;
it.slots = uiImageHeap[heap].items[i].slots;
return it;
}
GlyphItem LoadGlpyhtem(uint heap, uint i) {
GlyphItem it;
it.rect = uiGlyphHeap[heap].items[i].rect;
it.uv = uiGlyphHeap[heap].items[i].uv;
it.color = uiGlyphHeap[heap].items[i].color;
return it;
}
CircleItem LoadCircleItem(uint heap, uint i) {
CircleItem it;
it.centerRadius = uiCircleHeap[heap].items[i].centerRadius;
it.color = uiCircleHeap[heap].items[i].color;
it.outline = uiCircleHeap[heap].items[i].outline;
return it;
}
QuadItem LoadQuadItem(uint heap, uint i) {
QuadItem it;
it.rect = uiQuadHeap[heap].items[i].rect;
it.color = uiQuadHeap[heap].items[i].color;
it.corners = uiQuadHeap[heap].items[i].corners;
it.outline = uiQuadHeap[heap].items[i].outline;
return it;
}
// ─── pixel-tile dispatch model ─────────────────────────────────────────
// Standard shaders dispatch one workgroup per 8×8 screen tile. Each thread
// owns ONE pixel and iterates ALL items in order, accumulating the result
// in a local register, then stores once at the end. This guarantees correct
// z-order within a single dispatch (no inter-workgroup race on imageLoad/
// imageStore) and gives the user simple semantics: "items render in array
// order, later items overdraw earlier ones".
//
// Caller dispatches `(ceil(W/8), ceil(H/8), 1)` — no need to know the max
// item size.
// Returns the screen pixel and validates against the surface and clip rect.
bool uiResolveScreenPixel(UIDispatchHeader hdr, out ivec2 screenPx) {
uvec2 px = gl_GlobalInvocationID.xy;
if (px.x >= hdr.surfaceSize.x || px.y >= hdr.surfaceSize.y) return false;
if (float(px.x) < hdr.clipRectPx.x || float(px.y) < hdr.clipRectPx.y) return false;
if (float(px.x) >= hdr.clipRectPx.x + hdr.clipRectPx.z) return false;
if (float(px.y) >= hdr.clipRectPx.y + hdr.clipRectPx.w) return false;
screenPx = ivec2(px);
return true;
}
// Non-premultiplied "src over dst" blend. Both operands and result are
// straight-alpha vec4. Use this when iterating items in a loop with a local
// accumulator.
vec4 uiBlendOver(vec4 dst, vec4 src) {
float a = clamp(src.a, 0.0, 1.0);
vec3 outRGB = mix(dst.rgb, src.rgb, a);
float outA = a + dst.a * (1.0 - a);
return vec4(outRGB, outA);
}
// SDF for a rounded rect with per-corner radius. p is the point relative to
// the rect's center; halfSize is the rect half-extents; r is per-corner
// (TL, TR, BR, BL). Returns signed distance (negative inside).
float uiSdRoundRect(vec2 p, vec2 halfSize, vec4 r) {
// Pick the radius for the quadrant p is in.
r.xy = (p.x > 0.0) ? r.zy : r.wx; // pick TR/BR vs TL/BL
r.x = (p.y > 0.0) ? r.x : r.y;
vec2 q = abs(p) - halfSize + r.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
}

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#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
// One workgroup per 8×8 screen tile. Iterates every glyph in order; each
// pixel keeps a local accumulator so order in the buffer == draw order.
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
uint fontTextureSlot;
uint fontSamplerSlot;
uint _p0;
uint _p1;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
// SDF tuning — must match Crafter::FontAtlas::kOnEdgeValue / kPixelDistScale.
const float ON_EDGE = 128.0 / 255.0;
const float DIST_SCALE = 32.0;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
vec2 sp = vec2(screenPx) + 0.5;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
GlyphItem it = LoadGlpyhtem(pc.hdr.itemBuffer, i);
vec2 lo = it.rect.xy;
vec2 hi = it.rect.xy + it.rect.zw;
if (sp.x < lo.x || sp.y < lo.y) continue;
if (sp.x >= hi.x || sp.y >= hi.y) continue;
vec2 t = (sp - it.rect.xy) / it.rect.zw;
vec2 uv = mix(it.uv.xy, it.uv.zw, t);
float sdf = texture(
sampler2D(uiTextures[nonuniformEXT(pc.fontTextureSlot)],
uiSamplers[nonuniformEXT(pc.fontSamplerSlot)]),
uv
).r;
// Distance in atlas-pixels (negative inside the glyph).
float dAtlas = (ON_EDGE - sdf) * DIST_SCALE;
// Atlas-px per screen-px along this glyph's transform — keeps AA crisp
// at any rendering size. uvSpan * atlasSize / screenSpan.
vec2 uvSpan = it.uv.zw - it.uv.xy;
// FontAtlas::kAtlasSize = 1024.
vec2 atlasPerScreen = (uvSpan * 1024.0) / it.rect.zw;
float scalePx = max(atlasPerScreen.x, atlasPerScreen.y);
// 1-screen-px AA band, expressed in atlas-pixel units of dAtlas.
float band = max(scalePx, 0.0001);
float a = clamp(0.5 - dAtlas / band, 0.0, 1.0);
if (a <= 0.0) continue;
vec4 src = vec4(it.color.rgb, it.color.a * a);
dst = uiBlendOver(dst, src);
}
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}

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#version 460
#extension GL_EXT_descriptor_heap : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_image_load_formatted : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
layout(local_size_x = 16, local_size_y = 16) in;
// ──── Item types — must match UI::ItemType in UIDrawList.cppm ────────────
const uint TYPE_RECT = 0u;
const uint TYPE_ROUND_RECT = 1u;
const uint TYPE_GLYPH = 2u;
const uint TYPE_IMAGE = 3u;
const uint TYPE_CLIP_PUSH = 5u;
const uint TYPE_CLIP_POP = 6u;
#define MAX_CLIP_DEPTH 8
// ──── Draw item — must match UI::UIItem layout (88 bytes, scalar) ────────
struct UIItem {
uint itype;
uint flags;
vec2 posPx;
vec2 sizePx;
vec4 color;
vec4 colorB;
vec4 uvRect;
uint imageIdx;
uint cornerRadiusPx;
vec2 reserved;
};
// ──── Bindless heap views — VK_EXT_descriptor_heap untyped model ─────────
// Each `layout(descriptor_heap)` declaration is a typed view over the same
// resource heap; indexing is in slot units (image-descriptor units for
// image2D, buffer-descriptor units for buffers, etc.). The application
// passes the absolute heap slot indices via push constants.
layout(descriptor_heap, scalar) readonly buffer UIItemBuf {
UIItem items[];
} itemHeap[];
layout(descriptor_heap) uniform image2D images[];
layout(descriptor_heap) uniform texture2D textures[];
layout(descriptor_heap) uniform sampler samplers[];
// ──── Push constants ─────────────────────────────────────────────────────
layout(push_constant) uniform PC {
uint itemCount;
vec2 surfaceSize;
float scale;
uint outImageHeapIdx; // storage-image slot of the current swapchain view
uint itemBufHeapIdx; // SSBO slot of the current frame's items
uint atlasTextureHeapIdx; // sampled-image slot of the SDF atlas
uint bindlessBaseHeapIdx; // base sampled-image slot for user images
uint linearSamplerHeapIdx; // sampler-heap slot
} pc;
// ──── Driver workaround: per-member SSBO load ────────────────────────────
// `UIItem it = itemHeap[idx].items[i]` emits an OpLoad of a composite type
// from a descriptor-heap'd SSBO, which crashes the GPU on the NVIDIA
// VK_EXT_descriptor_heap path (verified with a 1-float struct repro).
// Reading individual members works (each becomes OpAccessChain + scalar
// OpLoad). LoadItem reassembles the struct member-by-member into a local;
// the rest of the shader then operates on a regular local var.
UIItem LoadItem(uint i) {
UIItem it;
it.itype = itemHeap[pc.itemBufHeapIdx].items[i].itype;
it.flags = itemHeap[pc.itemBufHeapIdx].items[i].flags;
it.posPx = itemHeap[pc.itemBufHeapIdx].items[i].posPx;
it.sizePx = itemHeap[pc.itemBufHeapIdx].items[i].sizePx;
it.color = itemHeap[pc.itemBufHeapIdx].items[i].color;
it.colorB = itemHeap[pc.itemBufHeapIdx].items[i].colorB;
it.uvRect = itemHeap[pc.itemBufHeapIdx].items[i].uvRect;
it.imageIdx = itemHeap[pc.itemBufHeapIdx].items[i].imageIdx;
it.cornerRadiusPx = itemHeap[pc.itemBufHeapIdx].items[i].cornerRadiusPx;
it.reserved = itemHeap[pc.itemBufHeapIdx].items[i].reserved;
return it;
}
// ──── Shading helpers ────────────────────────────────────────────────────
// In-bounds sharp rectangle.
vec4 ShadeRect(UIItem it, vec2 fp) {
if (any(lessThan (fp, it.posPx)) ||
any(greaterThanEqual(fp, it.posPx + it.sizePx))) return vec4(0.0);
return it.color;
}
// SDF for a rounded rectangle. p is offset from rect centre.
float sdRoundRect(vec2 p, vec2 halfSize, float r) {
vec2 q = abs(p) - halfSize + vec2(r);
return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - r;
}
vec4 ShadeRoundRect(UIItem it, vec2 fp) {
vec2 centre = it.posPx + it.sizePx * 0.5;
float r = float(it.cornerRadiusPx);
float d = sdRoundRect(fp - centre, it.sizePx * 0.5, r);
// 1-pixel AA band around the edge.
float a = clamp(0.5 - d, 0.0, 1.0);
return it.color * a;
}
vec4 ShadeGlyph(UIItem it, vec2 fp) {
if (any(lessThan (fp, it.posPx)) ||
any(greaterThanEqual(fp, it.posPx + it.sizePx))) return vec4(0.0);
vec2 localUV = (fp - it.posPx) / it.sizePx;
vec2 atlasUV = it.uvRect.xy + localUV * it.uvRect.zw;
// Inline sampler2D construction — GLSL doesn't allow sampler2D as a
// local variable, only as a function argument or uniform.
float dist = texture(
sampler2D(textures[pc.atlasTextureHeapIdx],
samplers[pc.linearSamplerHeapIdx]),
atlasUV
).r;
// SDF threshold (stored on-edge value = 128/255 ≈ 0.502). A small
// sample-units band gives ~1 screen pixel of AA at typical sizes.
float aa = 0.05;
float a = smoothstep(0.5 - aa, 0.5 + aa, dist);
return it.color * a;
}
vec4 ShadeImage(UIItem it, vec2 fp) {
if (any(lessThan (fp, it.posPx)) ||
any(greaterThanEqual(fp, it.posPx + it.sizePx))) return vec4(0.0);
vec2 localUV = (fp - it.posPx) / it.sizePx;
vec2 sourceUV = it.uvRect.xy + localUV * it.uvRect.zw;
uint slot = pc.bindlessBaseHeapIdx + it.imageIdx;
return texture(
sampler2D(textures[nonuniformEXT(slot)],
samplers[pc.linearSamplerHeapIdx]),
sourceUV
) * it.color;
}
// ──── Main ───────────────────────────────────────────────────────────────
void main() {
ivec2 ip = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ip, ivec2(pc.surfaceSize)))) return;
vec2 fp = vec2(ip) + 0.5; // pixel centre
// Composite over what's already in the swapchain (3D output, clear, …).
vec4 dst = imageLoad(images[pc.outImageHeapIdx], ip);
// Clip stack — current effective rect in (x, y, w, h).
vec4 clipStack[MAX_CLIP_DEPTH];
int clipTop = 0;
clipStack[0] = vec4(0.0, 0.0, pc.surfaceSize);
for (uint i = 0u; i < pc.itemCount; ++i) {
UIItem it = LoadItem(i);
if (it.itype == TYPE_CLIP_PUSH) {
vec4 outer = clipStack[clipTop];
vec2 a = max(outer.xy, it.posPx);
vec2 b = min(outer.xy + outer.zw, it.posPx + it.sizePx);
int next = min(clipTop + 1, MAX_CLIP_DEPTH - 1);
clipStack[next] = vec4(a, max(b - a, vec2(0.0)));
clipTop = next;
continue;
}
if (it.itype == TYPE_CLIP_POP) {
clipTop = max(clipTop - 1, 0);
continue;
}
// Skip if pixel is outside the current clip rect.
vec4 c = clipStack[clipTop];
if (any(lessThan(fp, c.xy)) || any(greaterThanEqual(fp, c.xy + c.zw))) continue;
vec4 src;
switch (it.itype) {
case TYPE_RECT: src = ShadeRect (it, fp); break;
case TYPE_ROUND_RECT: src = ShadeRoundRect (it, fp); break;
case TYPE_GLYPH: src = ShadeGlyph (it, fp); break;
case TYPE_IMAGE: src = ShadeImage (it, fp); break;
default: src = vec4(0.0);
}
// Premultiplied "OVER": dst = src + dst * (1 - src.a)
dst.rgb = src.rgb + dst.rgb * (1.0 - src.a);
dst.a = src.a + dst.a * (1.0 - src.a);
}
imageStore(images[pc.outImageHeapIdx], ip, dst);
}