#include #include #include #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #define GLM_ENABLE_EXPERIMENTAL #include #include #include #include import Crafter.Graphics; import Crafter.Asset; import Crafter.Event; using namespace Crafter; typedef VulkanShader<"test.spirv", "main", VK_SHADER_STAGE_MESH_BIT_EXT, 3, {{{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2}}}> MeshVulkanShader; typedef VulkanShader<"test2.spirv", "main", VK_SHADER_STAGE_FRAGMENT_BIT, 0, {}> FragmentShader; typedef VulkanPipeline Pipeline; int main() { VulkanDevice::CreateDevice(); MeshVulkanShader::CreateShader(); FragmentShader::CreateShader(); Pipeline::CreatePipeline(); WindowWaylandVulkan window("Crafter.Graphics", 1280, 720); Asset asset; asset.LoadFull("core.cras"); Camera camera; Mesh* mesh = Mesh::FromAsset(asset.entries[0].data.data()); DescriptorSet descriptors; Pipeline::GetDescriptorSet(descriptors); MeshShader meshShader(mesh, &camera); meshShader.WriteDescriptors(descriptors); meshShader.transform = glm::mat4(1.0f); meshShader.Update(); EventListener listener(&window.onDraw, [&descriptors, &meshShader](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, meshShader.threadCount, 1, 1); }); window.Start(); while(true) { } }