animated example

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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`.
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.
## Capabilities
- **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.
## Quick start
```bash
# Build the library
cd Crafter.Graphics2
crafter-build
# Build + run an example
cd examples/VulkanUI
crafter-build -r
```
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)`.
## 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.
## 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.
## License
LGPL v3 — see [LICENSE](LICENSE).