new UI system
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82 changed files with 4837 additions and 3243 deletions
BIN
examples/VulkanUI/Inter.ttf
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BIN
examples/VulkanUI/Inter.ttf
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#include "vulkan/vulkan.h"
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#include <cassert>
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import Crafter.Graphics;
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using namespace Crafter;
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import std;
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import Crafter.Event;
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import Crafter.Math;
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import std;
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using namespace Crafter;
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int main() {
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Device::Initialize();
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Window window(1280, 720, "HelloVulkan");
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VkCommandBuffer cmd = window.StartInit();
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DescriptorHeapVulkan descriptorHeap;
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descriptorHeap.Initialize(1,2,0);
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VkSpecializationMapEntry entry = {
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.constantID = 0,
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.offset = 0,
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.size = sizeof(uint16_t)
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};
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VkSpecializationInfo specilizationInfo = {
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.mapEntryCount = 1,
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.pMapEntries = &entry,
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.dataSize = sizeof(uint16_t),
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.pData = &descriptorHeap.bufferStartElement
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};
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std::array<VulkanShader, 1> shaders{{
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{"raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &specilizationInfo}
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}};
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ShaderBindingTableVulkan shaderTable;
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shaderTable.Init(shaders);
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{
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{
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.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
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.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
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.generalShader = 0,
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.closestHitShader = VK_SHADER_UNUSED_KHR,
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.anyHitShader = VK_SHADER_UNUSED_KHR,
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.intersectionShader = VK_SHADER_UNUSED_KHR,
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},
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}};
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 0> missGroups;
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 0> hitGroups;
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PipelineRTVulkan pipeline;
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pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
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Window window(1280, 720, "VulkanUI");
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window.StartInit();
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window.FinishInit();
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RenderingElement2DVulkan<true, true> element(
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{
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0.5, //anchorX: relative position where this elements x anchor (top-left) is placed to its parent x anchor
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0.5, //anchorY: relative position where this elements y anchor (top-left) is placed to its parent y anchor
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0.5, //relativeSizeX: the relative x size this element should be scaled to compared to its parent
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0.5, //relativeSizeY: the relative y size this element should be scaled to compared to its parent
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0.5, //anchorOffsetX: the amount this element's anchor should be offset from the top left corner (0.5 to in the middle)
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0.5, //anchorOffsetY: the amount this element's anchor should be offset from the top left corner (0.5 to place it in the middle)
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0 //z: this elements Z position
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},
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2,
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1
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Font font("Inter.ttf");
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UI::Theme theme = UI::themes::default_dark();
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theme.defaultFont = &font;
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// ─────────────────────────────────────────────────────────────────────
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// Wire the scene: it auto-creates a descriptor heap, plugs into the
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// window's pass list, hooks mouse + update events, and drives a
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// compute-shader UI pass per frame.
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// ─────────────────────────────────────────────────────────────────────
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UI::UIScene scene;
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scene.Initialize(window, "ui.comp.spv");
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scene.background(UI::Color{0.06f, 0.07f, 0.10f, 1.0f});
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scene.Root(
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UI::VStack{}
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.padding(20)
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.spacing(12)
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.children(
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UI::Text{"Crafter UI — V1"}.font(font).size(28),
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UI::Text{}.font(font).size(14).runs(
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UI::TextRun{"Click "},
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UI::TextRun{"Quit"}.color(UI::Color{1.0f, 0.55f, 0.55f}).bold(),
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UI::TextRun{" to close the window. Tabs switch on click. "},
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UI::TextRun{"Have fun!"}.color(UI::Color{0.55f, 0.85f, 1.0f})
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),
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UI::HStack{}
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.width(UI::Length::Frac(1))
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.spacing(8)
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.children(
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UI::Button{"Play"} .font(font).style(theme.primary) .onClick([]{ std::println(std::cerr, "[click] Play"); }),
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UI::Button{"Options"}.font(font).style(theme.secondary).onClick([]{ std::println(std::cerr, "[click] Options"); }),
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UI::Spacer{},
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UI::Button{"Quit"} .font(font).style(theme.danger) .onClick([]{ std::println(std::cerr, "[click] Quit"); std::_Exit(0); })
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),
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UI::ProgressBar{}
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.value(0.42f)
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.size(UI::Length::Frac(1), UI::Length::Px(20))
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.foreground(theme.primary.background),
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UI::TabView{}
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.font(font)
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.width(UI::Length::Frac(1))
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.height(UI::Length::Px(220))
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.tab("Graphics", UI::VStack{}.padding(8).spacing(8).children(
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UI::Text{"Resolution"}.font(font).size(14),
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UI::InputField{"1920x1080"}.font(font).style(theme.input),
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UI::Text{"Max lights"}.font(font).size(14),
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UI::InputField{"32"}.font(font).style(theme.input)
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))
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.tab("Input", UI::VStack{}.padding(8).spacing(8).children(
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UI::Text{"Mouse sensitivity"}.font(font).size(14),
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UI::InputField{"1.0"}.font(font).style(theme.input)
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))
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.tab("Audio", UI::VStack{}.padding(8).spacing(8).children(
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UI::Text{"Master volume"}.font(font).size(14),
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UI::InputField{"80"}.font(font).style(theme.input)
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))
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)
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);
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for(std::uint8_t i = 0; i < Window::numFrames; i++) {
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reinterpret_cast<VulkanBuffer<Vector<_Float16, 4, 4>, true>*>(element.buffers[i])->value[0] = {1, 0, 0, 1};
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reinterpret_cast<VulkanBuffer<Vector<_Float16, 4, 4>, true>*>(element.buffers[i])->value[1] = {0, 1, 0, 1};
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reinterpret_cast<VulkanBuffer<Vector<_Float16, 4, 4>, true>*>(element.buffers[i])->FlushDevice();
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}
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RendertargetVulkan rendertarget(1280, 720, {&element});
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VkImageDescriptorInfoEXT imageInfo0 = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
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.pView = &window.imageViews[0],
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.layout = VK_IMAGE_LAYOUT_GENERAL
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};
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VkImageDescriptorInfoEXT imageInfo1 = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
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.pView = &window.imageViews[1],
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.layout = VK_IMAGE_LAYOUT_GENERAL
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};
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VkImageDescriptorInfoEXT imageInfo2 = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
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.pView = &window.imageViews[2],
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.layout = VK_IMAGE_LAYOUT_GENERAL
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};
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std::array<VkResourceDescriptorInfoEXT, 9> infos;
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infos[0] = {
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.data = { .pImage = &imageInfo0 }
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};
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infos[1] = {
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.data = { .pImage = &imageInfo1 }
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};
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infos[2] = {
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.data = { .pImage = &imageInfo2 }
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};
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std::array<VkHostAddressRangeEXT, 9> ranges;
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ranges[0] = {
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.address = descriptorHeap.resourceHeap[0].value,
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.size = Device::descriptorHeapProperties.imageDescriptorSize
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};
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ranges[1] = {
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.address = descriptorHeap.resourceHeap[1].value,
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.size = Device::descriptorHeapProperties.imageDescriptorSize
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},
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ranges[2] = {
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.address = descriptorHeap.resourceHeap[2].value,
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.size = Device::descriptorHeapProperties.imageDescriptorSize
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},
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rendertarget.WriteDescriptors(infos, ranges, 3, descriptorHeap.bufferStartOffset, descriptorHeap);
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window.pipeline = &pipeline;
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window.descriptorHeap = &descriptorHeap;
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window.Render();
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window.SaveFrame("frame.png");
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window.StartUpdate(); // continuous rendering — UIScene re-emits per frame
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window.StartSync();
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}
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27
examples/VulkanUI/project.cpp
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examples/VulkanUI/project.cpp
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import std;
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import Crafter.Build;
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namespace fs = std::filesystem;
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using namespace Crafter;
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extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
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std::vector<std::string> graphicsArgs(args.begin(), args.end());
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Configuration* graphics = LocalProject({
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.projectFile = "../../project.cpp",
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.args = graphicsArgs,
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});
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Configuration cfg;
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cfg.path = "./";
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cfg.name = "VulkanUI";
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cfg.outputName = "VulkanUI";
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ApplyStandardArgs(cfg, args);
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cfg.dependencies = { graphics };
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std::array<fs::path, 0> ifaces = {};
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std::array<fs::path, 1> impls = { "main" };
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cfg.GetInterfacesAndImplementations(ifaces, impls);
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cfg.files.push_back("Inter.ttf");
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return cfg;
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}
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{
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"name": "crafter-graphics",
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"configurations": [
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{
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"name": "executable",
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"implementations": ["main"],
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"dependencies": [
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{
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"path":"../../project.json",
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"configuration":"lib-wayland-vulkan-debug"
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}
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],
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"debug": true,
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"shaders": [
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{
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"path":"raygen.glsl",
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"type": 6,
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"entrypoint":"main"
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}
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]
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}
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]
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}
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_shader_image_load_formatted : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
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#extension GL_EXT_descriptor_heap : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_float16 : enable
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struct UIScaledData{
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int16_t x;
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int16_t y;
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int16_t sizeX;
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int16_t sizeY;
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uint16_t bufferX;
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uint16_t bufferY;
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};
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layout(std430, descriptor_heap) buffer UIScaledDataBuffer {
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uint16_t count;
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uint16_t pad[5];
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UIScaledData data[];
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} UITransformBuffer[];
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layout(std430, descriptor_heap) buffer UIPixelBufferr {
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f16vec4 pixels[];
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} UIPixelBuffer[];
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layout(constant_id = 0) const uint16_t bufferStart = 0us;
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layout(descriptor_heap) uniform writeonly image2D image[];
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void main()
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{
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uvec2 pixel = gl_LaunchIDEXT.xy;
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uvec2 resolution = gl_LaunchSizeEXT.xy;
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vec4 hitValue = vec4(0);
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for (uint16_t i = 1us; i < UITransformBuffer[bufferStart].count+1; i++) {
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if(pixel.x > UITransformBuffer[bufferStart].data[i].x && pixel.x < UITransformBuffer[bufferStart].data[i].x + UITransformBuffer[bufferStart].data[i].sizeX && pixel.y > UITransformBuffer[bufferStart].data[i].y && pixel.y < UITransformBuffer[bufferStart].data[i].y + UITransformBuffer[bufferStart].data[i].sizeY) {
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int16_t srcX = int16_t(float(pixel.x - UITransformBuffer[bufferStart].data[i].x) * float(UITransformBuffer[bufferStart].data[i].bufferX) / float(UITransformBuffer[bufferStart].data[i].sizeX));
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int16_t srcY = int16_t(float(pixel.y - UITransformBuffer[bufferStart].data[i].y) * float(UITransformBuffer[bufferStart].data[i].bufferY) / float(UITransformBuffer[bufferStart].data[i].sizeY));
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hitValue = vec4(UIPixelBuffer[bufferStart + 1].pixels[srcY * UITransformBuffer[bufferStart].data[i].bufferX + srcX]);
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}
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}
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imageStore(image[0], ivec2(pixel), hitValue);
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}
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