#include "../../lib/VulkanInitializers.hpp" #include //required for the camera matrix. import Crafter.Math; import Crafter.Event; import std; import Crafter.Graphics; using namespace Crafter; typedef VulkanShader<"CustomShader.spirv", "main", VK_SHADER_STAGE_MESH_BIT_EXT, 1, {{{VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0}}}> CustomShaderSpirv; typedef VulkanShader<"FragmentShaderVertexColor.spirv", "main", VK_SHADER_STAGE_FRAGMENT_BIT, 0, {}> FragmentShader; typedef VulkanPipeline Pipeline; class CustomShader { public: /* Define a buffer holding our color vectors. */ Buffer> colors; /* Initialze our buffer as shader visible storage buffer with the size of the colors vector. */ CustomShader(const std::vector>& colors) : colors(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, colors.size()) { std::memcpy(this->colors.value, colors.data(), colors.size()*sizeof(Vector)); } void WriteDescriptors(VkDescriptorSet set) { /* Write the color buffer descriptor to the set. */ VkWriteDescriptorSet write[1] = { vks::initializers::writeDescriptorSet(set, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, &colors.descriptor), }; vkUpdateDescriptorSets(VulkanDevice::device, 1, &write[0], 0, nullptr); } }; int main() { VulkanDevice::CreateDevice(); CustomShaderSpirv::CreateShader(); FragmentShader::CreateShader(); Pipeline::CreatePipeline(); WindowWaylandVulkan window("HelloWindow", 1280, 720); DescriptorSet descriptors; CustomShader customShader({{1,0,0,1}, {0,1,0,1}, {0,0,1,1}}); customShader.WriteDescriptors(descriptors.set[0]); EventListener listener(&window.onDraw, [&descriptors](VkCommandBuffer cmd){ vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipelineLayout, 0, 2, &descriptors.set[0], 0, NULL); vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipeline); VulkanDevice::vkCmdDrawMeshTasksEXTProc(cmd, 1, 1, 1); }); window.StartSync(); }