Crafter.Graphics/examples/VulkanTriangle/main.cpp
2026-01-29 00:45:02 +01:00

47 lines
1.5 KiB
C++

#include <vulkan/vulkan.h>
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;
int main() {
/*
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();
DescriptorLayoutVulkan<Raygenspv>::Init();
PipelineRTVulkan<Raygenspv, Raygenspv>::Init();
DescriptorPool<1, Raygenspv> 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<Vertex, 3> verts {{{-0.1, 0, 0}, {0, 0.1, 0}, {0.1, 0, 0}}};
std::array<std::uint32_t, 3> index {{0,1,2}};
triangleMesh.Build(verts, index, cmd);
RenderingElement3DVulkan::elements.emplace_back(triangleMesh);
RenderingElement3DVulkan::BuildTLAS(cmd);
/*
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.Render();
window.StartSync();
}