Crafter.Graphics/examples
2026-05-12 00:27:55 +02:00
..
CustomShader UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00
Decompression compression example 2026-05-12 00:27:55 +02:00
HelloUI UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00
HelloWindow crafter-build V2 2026-04-30 01:29:17 +02:00
InputSystem new input system 2026-05-12 00:24:48 +02:00
VulkanTriangle UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00
README.md new input system 2026-05-12 00:24:48 +02:00

Examples

Each example is a self-contained crafter-build project that depends on the parent Crafter.Graphics via LocalProject. To build and run any of them:

cd examples/<name>
crafter-build -r

Index

HelloWindow

Minimum viable program: open a window, run the event loop. No Vulkan rendering. Useful as a smoke test for Device::Initialize + Window + the platform backend.

VulkanTriangle

Ray-traced single triangle through vkCmdTraceRaysKHR. Shows the full ray-tracing setup: DescriptorHeapVulkan with image and buffer slots, PipelineRTVulkan from raygen / miss / closesthit SPIR-V, BLAS via Mesh::Build, TLAS via RenderingElement3D::BuildTLAS, direct vkWriteResourceDescriptorsEXT for swapchain views, RTPass on window.passes. Smallest test of the bindless ray-tracing path.

HelloUI

Compute-shader UI demo using all three UI tiers:

  • Tier 3 components: DrawButton, DrawSlider, DrawProgressBar, composed via Rect::SubRect for resize-safe layout.
  • Tier 2 standard shaders: DispatchQuads for the background and components, DispatchCircles for a cursor-tracking dot, DispatchText for the button label (with the FontAtlas wired up to UIRenderer).
  • Tier 1 is available too — any custom ComputeShader registered on the same heap can be dispatched alongside the standard ones.

Hit-testing and animation are user code (see the EventListener subscriptions on window.onMouseMove / onMouseLeftClick); the library does not track widgets or focus.

Drop a TTF in this directory as font.ttf before running (the example loads it via Font("font.ttf")).

InputSystem

Guided tour of Crafter::Input: name actions ("Jump", "Move", "Fire", "Look", "Zoom"), bind them to keys / mouse / gamepad (with composite bindings for WASD-as-Vector2 and analog sticks), and consume them as events. Demonstrates:

  • The compile-time Key(CrafterKeys::Space) helper that folds to a per-platform raw scancode — bindings stay cross-platform-readable in source while runtime data stores raw codes only.
  • All four action types (Button, Axis1D, Vector2) with multiple bindings per action (any-of semantics).
  • Map::StartRebind — press R, then press any input to remap "Jump" at runtime. Captured input is filtered out for that frame.
  • BindingToString / BindingFromString round-trip — print the default bindings as the on-disk format.
  • Gamepad hot-plug events: plug a controller in mid-run and the bindings start firing immediately.

Console-driven (no UI rendering needed); focus the window and watch stdout.

CustomShader

Tier 1 demo: a user-authored compute shader (inverse-circle.comp.glsl) running alongside the shipped drawQuads. The custom shader inverts RGB under each item-circle — exactly the kind of effect attempt #2's closed shader couldn't express. Shows:

  • Defining your own item POD struct in C++ + matching std430 struct in GLSL.
  • #include "../../shaders/ui-shared.glsl" for the bindless heap declarations + UIDispatchHeader push-constant contract.
  • ComputeShader::Load for the .spv, UIRenderer::RegisterBuffer for your SSBO, FillHeader to populate the standard prefix, and UIRenderer::Dispatch to launch — the same pattern the standard shaders use under the hood.
  • The inter-dispatch SHADER_WRITE → SHADER_READ|WRITE barrier is inserted automatically, so the custom shader sees the colored stripes drawn by the prior DispatchQuads and reads/writes the swapchain image safely.