Crafter.Graphics/main.cpp

88 lines
3.7 KiB
C++

/*
Crafter®.Graphics
Copyright (C) 2025 Catcrafts®
Catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3.0 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <iostream>
#include <exception>
#include <thread>
#include <vulkan/vulkan.h>
#include "VulkanInitializers.hpp"
import Crafter.Graphics;
import Crafter.Asset;
import Crafter.Event;
import Crafter.Math;
using namespace Crafter;
typedef VulkanShader<"MeshShaderXYZUV.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<"FragmentShaderTexture.spirv", "main", VK_SHADER_STAGE_FRAGMENT_BIT, 1, {{{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0}}}> FragmentShader;
typedef VulkanPipeline<MeshVulkanShader, FragmentShader> Pipeline;
int main() {
VulkanDevice::CreateDevice();
MeshVulkanShader::CreateShader();
FragmentShader::CreateShader();
Pipeline::CreatePipeline();
WindowWaylandVulkan window("Crafter.Graphics", 1280, 720);
Asset asset;
asset.LoadFull("cannon.cras");
Camera camera(1.57079633, 16 / 9, 0.01, 512);
camera.Update();
VkCommandBuffer cmd = window.StartInit();
Mesh<VertexUV>* mesh = Mesh<VertexUV>::FromAssetUV(asset.entries[0].data.data());
MeshShader<VertexUV> meshShader(mesh, &camera);
Asset asset2;
asset2.LoadFull("texture.cras");
VulkanTexture<Pixel_RU8_GU8_BU8_AU8>* txt = VulkanTexture<Pixel_RU8_GU8_BU8_AU8>::FromAsset(asset2.entries[0].data.data(), cmd);
TextureShader texShader(txt);
DescriptorSet<MeshVulkanShader, FragmentShader> descriptors;
EventListener<void> bruhlistener(&descriptors.onDescriptorRefresh, [&meshShader, &texShader, &camera, &descriptors](){
meshShader.WriteDescriptors(&descriptors.set[0]);
texShader.WriteDescriptors(&descriptors.set[0]);
});
meshShader.WriteDescriptors(&descriptors.set[0]);
texShader.WriteDescriptors(&descriptors.set[0]);
MeshShader<VertexUV> meshShader2(mesh, &camera);
TextureShader texShader2(txt);
DescriptorSet<MeshVulkanShader, FragmentShader> descriptors2;
meshShader2.WriteDescriptors(&descriptors2.set[0]);
texShader2.WriteDescriptors(&descriptors2.set[0]);
meshShader.Update();
meshShader2.Update();
window.FinishInit();
EventListener<VkCommandBuffer> listener(&window.onDraw, [&descriptors, &meshShader, &descriptors2, &meshShader2](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);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipelineLayout, 0, 2, &descriptors2.set[0], 0, NULL);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, Pipeline::pipeline);
VulkanDevice::vkCmdDrawMeshTasksEXTProc(cmd, meshShader2.threadCount, 1, 1);
});
window.Start();
while(true) {
}
}