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49
example/VulkanShader/CustomShader.glsl
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49
example/VulkanShader/CustomShader.glsl
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/*
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Crafter®.Graphics
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Copyright (C) 2025 Catcrafts®
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Catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#version 450
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#extension GL_EXT_mesh_shader : require
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layout (binding = 0) buffer COLORS
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{
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vec4 colors[];
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} colors;
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layout (location = 0) out PerVertexData
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{
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vec4 color;
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} outVert[];
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(triangles, max_vertices = 3, max_primitives = 1) out;
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void main()
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{
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SetMeshOutputsEXT(3, 1);
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gl_MeshVerticesEXT[0].gl_Position = vec4(0, -0.3, 0, 1);
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gl_MeshVerticesEXT[1].gl_Position = vec4(0.3, 0.3, 0, 1);
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gl_MeshVerticesEXT[2].gl_Position = vec4(-0.3, 0.3, 0, 1);
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outVert[0].color = colors.colors[0];
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outVert[1].color = colors.colors[1];
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outVert[2].color = colors.colors[2];
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gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
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}
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36
example/VulkanShader/README
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36
example/VulkanShader/README
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# HelloWindow Example
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## Description
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This example showcases how to define a custom shader.
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## Expected Result
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A RGB triangle.
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## Highlighted Code Snippet
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```cpp
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class CustomShader {
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public:
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Buffer<Vector<float, 4>> colors;
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CustomShader(const std::vector<Vector<float, 4>>& colors) : colors(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, colors.size()) {
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memcpy(this->colors.value, colors.data(), colors.size()*sizeof(Vector<float, 4>));
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}
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void WriteDescriptors(VkDescriptorSet set) {
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VkWriteDescriptorSet write[1] = {
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vks::initializers::writeDescriptorSet(set, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &colors.descriptor),
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};
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vkUpdateDescriptorSets(VulkanDevice::device, 1, &write[0], 0, nullptr);
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}
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};
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```
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## How to Run
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```bash
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crafter-build -c example -r
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```
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## Relevant documentation
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80
example/VulkanShader/main.cpp
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80
example/VulkanShader/main.cpp
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/*
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Crafter®.Graphics
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Copyright (C) 2025 Catcrafts®
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Catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "../../lib/VulkanInitializers.hpp"
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#include <cstring>
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#include <vector>
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#include <vulkan/vulkan.h>
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//required for the camera matrix.
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import Crafter.Math;
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import Crafter.Event;
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import Crafter.Graphics;
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using namespace Crafter;
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typedef VulkanShader<"CustomShader.spirv", "main", VK_SHADER_STAGE_MESH_BIT_EXT, 1, {{{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0}}}> CustomShaderSpirv;
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typedef VulkanShader<"FragmentShaderVertexColor.spirv", "main", VK_SHADER_STAGE_FRAGMENT_BIT, 0, {}> FragmentShader;
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typedef VulkanPipeline<CustomShaderSpirv, FragmentShader> Pipeline;
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class CustomShader {
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public:
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/*
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Define a buffer holding our color vectors.
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*/
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Buffer<Vector<float, 4>> colors;
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/*
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Initialze our buffer as shader visible storage buffer with the size of the colors vector.
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*/
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CustomShader(const std::vector<Vector<float, 4>>& colors) : colors(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, colors.size()) {
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memcpy(this->colors.value, colors.data(), colors.size()*sizeof(Vector<float, 4>));
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}
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void WriteDescriptors(VkDescriptorSet set) {
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/*
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Write the color buffer descriptor to the set.
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*/
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VkWriteDescriptorSet write[1] = {
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vks::initializers::writeDescriptorSet(set, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &colors.descriptor),
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};
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vkUpdateDescriptorSets(VulkanDevice::device, 1, &write[0], 0, nullptr);
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}
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};
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int main() {
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VulkanDevice::CreateDevice();
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CustomShaderSpirv::CreateShader();
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FragmentShader::CreateShader();
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Pipeline::CreatePipeline();
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WindowWaylandVulkan window("HelloWindow", 1280, 720);
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DescriptorSet<CustomShaderSpirv, FragmentShader> descriptors;
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CustomShader customShader({{1,0,0,1}, {0,1,0,1}, {0,0,1,1}});
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customShader.WriteDescriptors(descriptors.set[0]);
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EventListener<VkCommandBuffer> listener(&window.onDraw, [&descriptors](VkCommandBuffer cmd){
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipelineLayout, 0, 2, &descriptors.set[0], 0, NULL);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipeline);
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VulkanDevice::vkCmdDrawMeshTasksEXTProc(cmd, 1, 1, 1);
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});
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window.StartSync();
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}
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29
example/VulkanShader/project.json
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29
example/VulkanShader/project.json
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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": "example",
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"standard": "c++26",
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"source_files": ["main"],
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"module_files": [],
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"build_dir": "build",
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"output_dir": "bin",
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"type":"executable",
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"libs": [],
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"flags": ["-Wno-uninitialized"],
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"dependencies": [
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{
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"path":"../../project.json",
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"configuration":"lib-debug"
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}
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],
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"shaders": [
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{
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"path":"CustomShader.glsl",
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"type":13,
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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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