Crafter.Graphics/examples/Sponza/main.cpp
Jorijn van der Graaf bcdc885de8
feat(device): applications ask for the device features their shaders use
Device
- Device::Initialize(required, optional) takes DeviceFeatures, the five
  core feature structs vulkan10 to vulkan14. The library enables only what
  its own shaders and code use. Device::enabledFeatures says what was
  enabled, supportedFeatures what the GPU has, apiVersion the version in
  use.
- shaderInt16, shaderFloat16, storageBuffer16BitAccess, scalarBlockLayout
  and the uniform-buffer, storage-buffer and storage-image non-uniform
  indexing bits are no longer enabled for everyone. An application whose
  shaders take uint16_t spec constants passes
  {.vulkan10 = {.shaderInt16 = VK_TRUE}}. scalarBlockLayout stays on with
  the NVIDIA workaround, whose TLAS address may sit in a struct's tail
  padding.
- Every GPU is weighed before one is chosen: Vulkan 1.3, the swapchain and,
  below 1.4, maintenance5 extensions, the library's needs, the required
  features. One that can't run the application is skipped, saying why when
  it ranks higher. A CPU device runs it only when nothing else is listed,
  and CRAFTER_GRAPHICS_DEVICE never falls back. A GPU two drivers both list
  is tried through each.
- When no GPU qualifies, Initialize throws naming each GPU's gaps. It
  destroys the instance it made, before any Wayland connection, so it can
  be called again asking for less.
- maintenance5 is vulkan14's on a 1.4 GPU and VK_KHR_maintenance5's below.
  CRAFTER_GRAPHICS_NO_VULKAN_1_4 runs as a 1.3 application, to exercise
  that path on a 1.4 GPU.
- VK_KHR_spirv_1_4 and VK_KHR_shader_float_controls, core since 1.2, are no
  longer enabled, nor VK_EXT_shader_atomic_float, which was enabled without
  its feature struct. memoryDecompression's feature bit is queried before
  it is enabled.

Shaders
- VulkanShader checks a module's capabilities, declared directly or
  implicitly, against the enabled core features, the GPU's subgroup
  operations and the optional groups, and throws naming the field to pass,
  or saying the GPU lacks it. The tables are generated from vk.xml and
  SPIR-V's grammar.
- WorkaroundNvidiaAS::Patch sized a row-major matrix push member by its
  columns, so the TLAS address could land inside it.

Window
- The swapchain format is one whose own feature flags allow storage reads
  and writes without a format, which since Vulkan 1.3 each format says for
  itself; shaderStorageImageRead/WriteWithoutFormat are no longer required.

Tests
- DeviceFeatures: ResolveFeatures, ChooseDevice and CheckShaderCapabilities,
  without a GPU.
- FeatureRequests: required and optional features end to end, the 1.3
  path, and a retry after a refusal.
- PushConstantRewrite: a row-major mat3x4 push member.
- HeapASRead, HeapDynamicIndexHit, RTPassPushData and the ray-tracing
  examples ask for the features their shaders use.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 06:40:02 +01:00

454 lines
20 KiB
C++

//SPDX-License-Identifier: MIT
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// Sponza on Vulkan + WebGPU. Same example source, two backends — picked
// by CRAFTER_GRAPHICS_WINDOW_DOM. Both paths:
// 1. Load a Sponza .cmesh (positions + indices, optional per-vertex
// data region) and a single albedo .ctex from disk. The source
// assets are fetched once by project.cpp (Crafter.Build::GitFetch)
// from https://github.com/jimmiebergmann/Sponza and compressed
// into the bin dir at build time — they don't live in this repo.
// 2. Build BLAS + TLAS via the existing Mesh / RenderingElement3D
// flow. The on-disk format is identical between backends; only
// the decompression path differs (VK_EXT_memory_decompression
// on Vulkan, CPU GDeflate on WebGPU).
// 3. Upload the albedo as Image2D<RGBA8>, register it in the
// backend descriptor heap, and run the RT pipeline. Closest-hit
// shaders sample the texture at the hit's barycentric coords —
// proof-of-binding rather than UV-correct shading. Per-vertex
// UV interpolation is follow-up work (the attribs heap is in
// place on WebGPU; the Vulkan side needs a sibling data buffer
// exposed off Mesh).
//
// Sponza model: CC BY 3.0 — Frank Meinl (Crytek), packaged by Jimmie
// Bergmann and Morgan McGuire. https://casual-effects.com/data
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#include "vulkan/vulkan.h"
#endif
import Crafter.Graphics;
import Crafter.Asset;
import Crafter.Math;
import Crafter.Event;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
namespace {
struct RGBA8 { std::uint8_t r, g, b, a; };
void RequireAssets(const fs::path& mesh, const fs::path& tex) {
const bool haveMesh = fs::exists(mesh);
const bool haveTex = fs::exists(tex);
if (haveMesh && haveTex) return;
std::println(std::cerr,
"[Sponza] missing asset(s):\n"
" mesh: {} {}\n"
" albedo: {} {}\n"
"The build should have populated these via cfg.assets +\n"
"GitFetch (see examples/Sponza/project.cpp). If you ran\n"
"the binary from outside its bin dir, cd into the bin dir\n"
"first — asset paths are relative to cwd.",
mesh.string(), haveMesh ? "OK" : "MISSING",
tex.string(), haveTex ? "OK" : "MISSING");
std::abort();
}
}
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
int main() {
// Native Vulkan path is single-material for now (see file header) —
// pick up just the first per-material output the build emits. The
// WebGPU branch below uses every mesh + a texture array.
const fs::path meshPath = "mesh_0.cmesh";
const fs::path texPath = "tex_0.ctex";
RequireAssets(meshPath, texPath);
CompressedMeshAsset loadedMesh = LoadCompressedMesh(meshPath);
CompressedTextureAsset loadedTex = LoadCompressedTexture(texPath);
std::println("[Sponza] loaded {} verts, {} idx, {}x{} albedo",
loadedMesh.vertexCount, loadedMesh.indexCount,
loadedTex.sizeX, loadedTex.sizeY);
// The raygen and closest-hit shaders take heap slots as uint16_t spec
// constants.
Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}});
Window window(1280, 720, "Sponza");
VkCommandBuffer cmd = window.StartInit();
DescriptorHeapVulkan descriptorHeap;
descriptorHeap.Initialize(/*images*/ 2, /*buffers*/ 1, /*samplers*/ 0);
// Two specialization constants: the TLAS slot offset (shared with
// VulkanTriangle pattern) and the albedo slot index for closesthit.
VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
VkSpecializationInfo raygenSpec = {
.mapEntryCount = 1, .pMapEntries = &raygenEntry,
.dataSize = sizeof(std::uint16_t), .pData = &descriptorHeap.bufferStartElement,
};
// Allocate the albedo slot first so its index is known when we
// compile closesthit.spv.
auto imgSlots = descriptorHeap.AllocateImageSlots(2);
auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
std::uint16_t albedoHeapSlot = static_cast<std::uint16_t>(imgSlots.firstElement + 1);
VkSpecializationMapEntry hitEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
VkSpecializationInfo hitSpec = {
.mapEntryCount = 1, .pMapEntries = &hitEntry,
.dataSize = sizeof(std::uint16_t), .pData = &albedoHeapSlot,
};
std::array<VulkanShader, 3> shaders {{
{ "raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec },
{ "miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr },
{ "closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, &hitSpec },
}};
ShaderBindingTableVulkan shaderTable;
shaderTable.Init(shaders);
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
Mesh sponzaMesh;
sponzaMesh.Build(loadedMesh, cmd);
Image2D<RGBA8> albedo;
albedo.Create(loadedTex.sizeX, loadedTex.sizeY, /*mipLevels*/ 1, cmd,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
albedo.Update(loadedTex, cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
SamplerVulkan<RGBA8> sampler;
static RenderingElement3D renderer;
renderer.instance = {
.transform = {},
.instanceCustomIndex = 0,
.mask = 0xFF,
.instanceShaderBindingTableRecordOffset = 0,
.flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR,
.accelerationStructureReference = sponzaMesh.blasAddr,
};
MatrixRowMajor<float, 4, 3, 1>::Identity()
.Store(reinterpret_cast<float*>(renderer.instance.transform.matrix));
RenderingElement3D::elements.emplace_back(&renderer);
RenderingElement3D::BuildTLAS(cmd, 0);
RenderingElement3D::BuildTLAS(cmd, 1);
RenderingElement3D::BuildTLAS(cmd, 2);
window.FinishInit();
// Write descriptors: TLAS at bufSlots[0], output image at imgSlots[0],
// albedo (combined image+sampler) at imgSlots[1]. Per-frame replicated.
VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
VkImageDescriptorInfoEXT outImgInfos[Window::numFrames];
VkDescriptorImageInfo albedoInfo {
.sampler = sampler.textureSampler,
.imageView = albedo.imageView,
.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
outImgInfos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window.imageViews[f],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
}
std::vector<VkResourceDescriptorInfoEXT> resources;
std::vector<VkHostAddressRangeEXT> destinations;
resources.reserve(Window::numFrames * 3);
destinations.reserve(Window::numFrames * 3);
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
.data = { .pAddressRange = &tlasRanges[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.BufferByteOffset(bufSlots.firstElement),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
});
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &outImgInfos[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.ImageByteOffset(imgSlots.firstElement),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
});
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.data = { .pCombinedImageSampler = &albedoInfo },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.ImageByteOffset(albedoHeapSlot),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
});
}
Device::vkWriteResourceDescriptorsEXT(Device::device,
static_cast<std::uint32_t>(resources.size()),
resources.data(), destinations.data());
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
descriptorHeap.resourceHeap[f].FlushDevice();
}
window.descriptorHeap = &descriptorHeap;
RTPass rtPass(&pipeline);
window.passes.push_back(&rtPass);
window.Render();
window.StartSync();
return 0;
}
#else
int main() {
// ── Read scene manifest (produced by project.cpp's ImportSponzaBundle).
//
// line 1: albedoCount
// line 2: meshCount
// line 3..: per-mesh albedoIdx (-1 means "no albedo")
const fs::path manifestPath = "scene.txt";
if (!fs::exists(manifestPath)) {
std::println(std::cerr,
"[Sponza] missing scene.txt — the build should have produced "
"it (see examples/Sponza/project.cpp). If you ran the binary "
"from outside its bin dir, cd in first.");
std::abort();
}
std::ifstream manifest(manifestPath);
std::uint32_t albedoCount = 0, meshCount = 0;
manifest >> albedoCount >> meshCount;
std::vector<std::int32_t> meshAlbedo(meshCount);
for (std::uint32_t i = 0; i < meshCount; ++i) manifest >> meshAlbedo[i];
std::println("[Sponza] scene: {} albedos, {} meshes", albedoCount, meshCount);
Device::Initialize();
static Window window(1280, 720, "Sponza");
auto cmd = window.StartInit();
DescriptorHeapWebGPU heap;
heap.Initialize(/*images*/ 2, /*buffers*/ 2, /*samplers*/ 2);
std::array<WebGPUShader, 4> shaders {{
WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
WebGPUShader(fs::path("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
}};
ShaderBindingTableWebGPU sbt;
sbt.Init(shaders);
std::array<RTShaderGroup, 1> raygenGroups {{
{ .type = RTShaderGroupType::General, .generalShader = 0 },
}};
std::array<RTShaderGroup, 1> missGroups {{
{ .type = RTShaderGroupType::General, .generalShader = 1 },
}};
std::array<RTShaderGroup, 1> hitGroups {{
{ .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 },
}};
// Three user bindings at @group(3) (the wavefront pipeline reserves
// groups 0..2 for WfParams / data heaps / indirect args):
// binding 0 — albedo texture_2d_array (one layer per material)
// binding 1 — sampler (linear clamp)
// binding 2 — Camera storage buffer (host-driven, updated per frame)
std::array<UICustomBinding, 3> bindings {{
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, .pushOffset = 0 },
{ .group = 3, .binding = 1, .kind = UICustomBindingKind::Sampler, .pushOffset = 0 },
{ .group = 3, .binding = 2, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
}};
PipelineRTWebGPU pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings);
// ── Albedo texture array — one rgba8unorm layer per material. ──────
//
// Probe layer 0 for the canonical layer dimensions; project.cpp
// already resized every albedo to the same square so any tex_N.ctex
// would do, layer 0 is just the first one we have.
Image2DArray<RGBA8> albedoArray;
{
CompressedTextureAsset probe = LoadCompressedTexture("tex_0.ctex");
albedoArray.Create(probe.sizeX, probe.sizeY, static_cast<std::uint16_t>(albedoCount));
albedoArray.UpdateLayer(0, probe);
for (std::uint32_t i = 1; i < albedoCount; ++i) {
CompressedTextureAsset tex = LoadCompressedTexture(std::format("tex_{}.ctex", i));
albedoArray.UpdateLayer(static_cast<std::uint16_t>(i), tex);
}
}
auto albedoArraySlot = albedoArray.AllocateSlot(heap);
SamplerSlot samplerSlot = AllocateLinearClampSampler(heap);
// Camera storage buffer — host writes (origin, right, up, forward,
// aspect, tanHalf) every frame from the input-driven free camera
// below. Layout matches the WGSL Camera struct in raygen.wgsl
// (vec3-aligned, std430). 64 bytes total.
struct CameraGPU {
float origin[3]; float pad0;
float right[3]; float tanHalf;
float up[3]; float aspect;
float forward[3]; float pad1;
};
static_assert(sizeof(CameraGPU) == 64);
WebGPUBuffer<CameraGPU, true> cameraBuf;
cameraBuf.Create(1);
// Handle array fed to RTPass — order matches the bindings declaration.
static std::array<std::uint32_t, 3> userHandles {
heap.imageTable [albedoArraySlot.firstElement],
heap.samplerTable[samplerSlot.firstElement],
cameraBuf.handle,
};
// ── Meshes + scene instances ───────────────────────────────────────
//
// One Mesh + one RenderingElement3D per material group from
// scene.txt. Meshes whose albedoIdx is -1 (the .obj's `usemtl` named
// something without a map_Kd in .mtl) get dropped — they're rare in
// Sponza and we'd have nothing to sample for them anyway.
//
// Vector capacity is reserved up-front: RenderingElement3D::Add
// takes a pointer that's stored in the static elements[] vector, so
// any later vector reallocation would dangle those pointers.
static std::vector<Mesh> meshes;
static std::vector<RenderingElement3D> renderers;
meshes.reserve(meshCount);
renderers.reserve(meshCount);
for (std::uint32_t i = 0; i < meshCount; ++i) {
if (meshAlbedo[i] < 0) continue;
CompressedMeshAsset loaded = LoadCompressedMesh(std::format("mesh_{}.cmesh", i));
meshes.emplace_back();
meshes.back().Build(loaded, cmd);
renderers.emplace_back();
RenderingElement3D& r = renderers.back();
auto& tx = r.instance.transform.matrix;
tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = 0;
tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = 0;
tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = 0;
// 24-bit instanceCustomIndex carries the albedo array layer that
// closesthit.wgsl reads as `hit.customIndex`.
r.instance.instanceCustomIndex = static_cast<std::uint32_t>(meshAlbedo[i]);
r.instance.mask = 0xFF;
r.instance.instanceShaderBindingTableRecordOffset = 0;
r.instance.flags = kRTGeometryInstanceForceOpaque;
r.instance.accelerationStructureReference = meshes.back().blasAddr;
RenderingElement3D::Add(&r);
}
RenderingElement3D::BuildTLAS(cmd, 0);
window.descriptorHeap = &heap;
window.FinishInit();
RTPass rtPass(&pipeline);
rtPass.handlesPtr = userHandles.data();
rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
rtPass.maxDepth = 2; // primary + shadow
window.passes.push_back(&rtPass);
// ── Free camera: WASD + mouse-delta look ───────────────────────────
//
// Initial pose puts the camera near one end of the atrium at eye
// height, looking +X down the long axis (bbox: X[-1921..1800],
// Y[-126..1429], Z[-1183..1105]). The user can fine-tune from there.
struct CamState {
// 3/4 view from a corner aimed at the atrium centre.
Vector<float, 3, 4> position{ -1400.0f, 700.0f, -600.0f };
float yaw = 0.405f; // radians, around world +Y
float pitch = -0.317f; // radians, +pitch looks up
} cam;
Input::Map inputMap;
Input::Action& moveAct = inputMap.AddAction("Move", Input::ActionType::Vector2);
Input::Action& lookAct = inputMap.AddAction("Look", Input::ActionType::Vector2);
moveAct.bindings = {
Input::WASDBind{
Key(CrafterKeys::W), Key(CrafterKeys::S),
Key(CrafterKeys::A), Key(CrafterKeys::D),
},
};
lookAct.bindings = {
Input::MouseDeltaBind{ 1.0f },
};
inputMap.Attach(window);
constexpr float kMoveSpeed = 1200.0f; // Sponza units / second (room is ~3700 wide)
constexpr float kLookSens = 0.05f; // radians per mouse pixel
constexpr float kDt = 1.0f / 60.0f;
EventListener<void> camTick(&window.onBeforeUpdate, [&]() {
inputMap.Tick();
cam.yaw += lookAct.vector2.x * kLookSens;
cam.pitch -= lookAct.vector2.y * kLookSens;
// Keep pitch just shy of straight up/down so the basis vectors
// don't collapse (cross(forward, world_up) would go zero).
cam.pitch = std::clamp(cam.pitch, -1.55f, 1.55f);
const float cp = std::cos(cam.pitch), sp = std::sin(cam.pitch);
const float cy = std::cos(cam.yaw), sy = std::sin(cam.yaw);
Vector<float, 3, 4> forward { cp * cy, sp, cp * sy };
Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
Vector<float, 3, 4> right { forward.y * worldUp.z - forward.z * worldUp.y,
forward.z * worldUp.x - forward.x * worldUp.z,
forward.x * worldUp.y - forward.y * worldUp.x };
const float rLen = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z);
right.x /= rLen; right.y /= rLen; right.z /= rLen;
Vector<float, 3, 4> up { right.y * forward.z - right.z * forward.y,
right.z * forward.x - right.x * forward.z,
right.x * forward.y - right.y * forward.x };
const float dx = moveAct.vector2.x * kMoveSpeed * kDt;
const float dy = moveAct.vector2.y * kMoveSpeed * kDt;
cam.position.x += right.x * dx + forward.x * dy;
cam.position.y += right.y * dx + forward.y * dy;
cam.position.z += right.z * dx + forward.z * dy;
CameraGPU& g = cameraBuf.value[0];
g.origin[0] = cam.position.x; g.origin[1] = cam.position.y; g.origin[2] = cam.position.z; g.pad0 = 0.0f;
g.right[0] = right.x; g.right[1] = right.y; g.right[2] = right.z;
g.up[0] = up.x; g.up[1] = up.y; g.up[2] = up.z;
g.forward[0] = forward.x; g.forward[1] = forward.y; g.forward[2] = forward.z;
g.aspect = float(window.width) / float(window.height);
g.tanHalf = std::tan(70.0f * 3.14159265f / 360.0f);
g.pad1 = 0.0f;
cameraBuf.FlushDevice();
});
window.Render();
window.StartUpdate();
window.StartSync();
return 0;
}
#endif