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Jorijn van der Graaf 2025-06-13 23:59:36 +02:00
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/*
Crafter®.Graphics
Copyright (C) 2025 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 as published by the Free Software Foundation; either
version 3.0 of the License, or (at your option) any later version.
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
*/
#include <vulkan/vulkan.h>
import Crafter.Event;
import Crafter.Graphics;
using namespace Crafter;
/*
This typedefs a shader configuration we will use, this includes all necessary info to load in the shader from a file.
*/
typedef VulkanShader<
"MeshShaderXYZ.spirv", //the filename of the shader
"main", //the name of the entrypoint symbol of the shader
VK_SHADER_STAGE_MESH_BIT_EXT, //the shader stage
3, //how many descriptors this shader has
{{{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2}}}//an array of descriptor types and their binding slot, 1 unfiform for the mvp and 2 for vertex and index.
> MeshShaderSpirv;
typedef VulkanShader<"FragmentShaderSolidWhite.spirv", "main", VK_SHADER_STAGE_FRAGMENT_BIT, 0, {}> FragmentShader;
/*
This typedefs the pipeline we will use, for each combination of mesh and fragment shader a new pipeline must be used, but this pipeline can be shared with each object using this combination.
*/
typedef VulkanPipeline<MeshShaderSpirv, FragmentShader> Pipeline;
int main() {
VulkanDevice::CreateDevice();
WindowWaylandVulkan window("HelloWindow", 1280, 720);
/*
Each shader and pipeline must be created before use.
*/
MeshShaderSpirv::CreateShader();
FragmentShader::CreateShader();
Pipeline::CreatePipeline();
/*
Create a mesh typed on Vertex, which is a vertex type with only a position, it holds 3 vertexes and 3 indexes for our triangle.
*/
Mesh<Vertex> triangle(3, 3);
triangle.verticies.value[0] = {0, -0.3, 0, 1};
triangle.verticies.value[1] = {0.3, 0.3, 0, 1};
triangle.verticies.value[2] = {-0.3, 0.3, 0, 1};
triangle.indicies.value[0] = 0;
triangle.indicies.value[1] = 1;
triangle.indicies.value[2] = 2;
/*
Use the created traingle mesh in a meshShader to render it.
*/
MeshShader<Vertex> meshShader(&triangle);
/*
Create a DescriptorSet to hold the descriptors of our meshShader, since our fragment shader doesn't use any.
We are writing to the 0 index in the set because the mesh shader is the first stage.
For fragment shaders write to the 1 index.
*/
DescriptorSet<MeshShaderSpirv, FragmentShader> descriptors;
meshShader.WriteDescriptors(descriptors.set[0]);
/*
Create a listener on the window onDraw event that gets a command buffer, this event is called for each frame and where drawing happens.
*/
EventListener<VkCommandBuffer> listener(&window.onDraw, [&descriptors, &meshShader](VkCommandBuffer cmd){
/*
Bind the descriptor set we created earlier, CreatePipeline() creates Pipeline::pipelineLayout and Pipeline::pipeline.
*/
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipelineLayout, 0, 2, &descriptors.set[0], 0, NULL);
/*
Bind our pipeline, these can use static members because of the templating.
*/
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipeline);
/*
Launch our mesh shader with the required threads.
*/
VulkanDevice::vkCmdDrawMeshTasksEXTProc(cmd, meshShader.threadCount, 1, 1);
});
window.StartSync();
}