#include import Crafter.Graphics; using namespace Crafter; import std; typedef VulkanShader<"raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, 2, {{{VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 0}, {VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1}}}> Raygenspv; typedef VulkanShader<"closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, 0, {{}}> Closesthitspv; typedef VulkanShader<"miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, 0, {{}}> Misspv; int main() { std::this_thread::sleep_for(std::chrono::milliseconds(500)); /* This sets up all necessary things and creates the vulkan device. This must be called before any vulkan related things. Things like VkDevice are static members of the VulkanDevice class. */ VulkanDevice::CreateDevice(); Raygenspv::CreateShader(); Closesthitspv::CreateShader(); Misspv::CreateShader(); DescriptorLayoutVulkan::Init(); PipelineRTVulkan::Init(); DescriptorPool<1, Raygenspv, Closesthitspv, Misspv> pool; pool.setsCount = 1; pool.BuildPool(0); WindowVulkan window(1280, 720, "HelloVulkan"); /* StartInit gives you a VkCommandBuffer to use before the event loop starts Use this for inititializing things like textures. */ VkCommandBuffer cmd = window.StartInit(); Mesh triangleMesh; std::array verts {{{-150, -150, 100}, {0, 150, 100}, {150, -150, 100}}}; std::array index {{2,1,0}}; triangleMesh.Build(verts, index, cmd); RenderingElement3DVulkan::elements.emplace_back(triangleMesh); RenderingElement3DVulkan::BuildTLAS(cmd); VkDescriptorImageInfo imageInfo = { .imageView = window.imageViews[0], .imageLayout = VK_IMAGE_LAYOUT_GENERAL }; VkWriteDescriptorSetAccelerationStructureKHR writeDescriptorSetAccelerationStructure { .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR, .accelerationStructureCount = 1, .pAccelerationStructures = &RenderingElement3DVulkan::accelerationStructure }; VkWriteDescriptorSet write[2] = { { .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, .pNext = &writeDescriptorSetAccelerationStructure, .dstSet = pool.sets[0], .dstBinding = 0, .dstArrayElement = 0, .descriptorCount = 1, .descriptorType = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, }, { .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, .dstSet = pool.sets[0], .dstBinding = 1, .dstArrayElement = 0, .descriptorCount = 1, .descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, .pImageInfo = &imageInfo } }; vkUpdateDescriptorSets(VulkanDevice::device, 2, write, 0, nullptr); /* FinishInit executes all commands recorded to StartInit. This must be called before the the event loops starts if you called StartInit before. */ window.FinishInit(); window.SetPipelineRT(); window.descriptorsRt = pool.sets; window.Render(); window.Render(); window.Render(); window.Render(); // window.Render(); // window.Render(); // window.Render(); // window.Render(); // window.Render(); // window.Render(); window.StartSync(); }