IT WORKS YAYY

This commit is contained in:
Mars 2024-10-18 20:00:24 -04:00
parent 40af687b7f
commit f99ff172db
Signed by untrusted user: pupbrained
GPG key ID: 0FF5B8826803F895
4 changed files with 70 additions and 212 deletions

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@ -2,11 +2,11 @@
"nodes": { "nodes": {
"nixpkgs": { "nixpkgs": {
"locked": { "locked": {
"lastModified": 1729128939, "lastModified": 1729293761,
"narHash": "sha256-5UI1kh4pN+fOMj9q8Lbe0Vrpu3kqWcSSRdE4JKZjca0=", "narHash": "sha256-bkAI9eZGSR+RqM/ZpBV7eZAwHtek9oPC7Ma2TFN0FnQ=",
"owner": "NixOS", "owner": "NixOS",
"repo": "nixpkgs", "repo": "nixpkgs",
"rev": "e3543c83677b94083d5957e091bba29f155a2ec9", "rev": "f1812eb562c2253492e7f2f0122b40177e46826c",
"type": "github" "type": "github"
}, },
"original": { "original": {
@ -58,11 +58,11 @@
"nixpkgs": "nixpkgs_2" "nixpkgs": "nixpkgs_2"
}, },
"locked": { "locked": {
"lastModified": 1729077719, "lastModified": 1729242555,
"narHash": "sha256-zayHqZO9gA1U85c4CPvVSnLV8/cBgc2yVrSKWaKeBUs=", "narHash": "sha256-6jWSWxv2crIXmYSEb3LEVsFkCkyVHNllk61X4uhqfCs=",
"owner": "numtide", "owner": "numtide",
"repo": "treefmt-nix", "repo": "treefmt-nix",
"rev": "5307ba60125bb024d7e52d71d582eafd511f3fee", "rev": "d986489c1c757f6921a48c1439f19bfb9b8ecab5",
"type": "github" "type": "github"
}, },
"original": { "original": {

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@ -50,10 +50,8 @@
glfw glfw
glm glm
imgui imgui
shaderc.out
shaderc.dev shaderc.dev
shaderc.lib shaderc.lib
shaderc.static
vulkan-extension-layer vulkan-extension-layer
vulkan-memory-allocator vulkan-memory-allocator
vulkan-utility-libraries vulkan-utility-libraries

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@ -1,7 +1,8 @@
// Include necessary headers // Include necessary headers
#include <chrono> // For time-related functions #include <chrono> // For time-related functions
#include <fmt/format.h> // For string formatting #include <fmt/format.h> // For string formatting
#include <unordered_set> // For unordered_set container #include <shaderc/shaderc.hpp> // For shader compilation
#include <unordered_set> // For unordered_set container
// GLM (OpenGL Mathematics) configuration // GLM (OpenGL Mathematics) configuration
#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Use Vulkan's depth range (0 to 1) instead of OpenGL's (-1 to 1) #define GLM_FORCE_DEPTH_ZERO_TO_ONE // Use Vulkan's depth range (0 to 1) instead of OpenGL's (-1 to 1)
@ -22,7 +23,6 @@
VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
// Include custom utility headers // Include custom utility headers
#include "util/shader.h" // Shader compilation utilities
#include "util/types.h" // Custom type definitions #include "util/types.h" // Custom type definitions
#include "util/unique_image.h" // Custom image handling utilities #include "util/unique_image.h" // Custom image handling utilities
#include "util/vertex.h" // Custom vertex structure definition #include "util/vertex.h" // Custom vertex structure definition
@ -43,6 +43,46 @@ constexpr i32 HEIGHT = 600;
// Maximum number of frames that can be processed concurrently // Maximum number of frames that can be processed concurrently
constexpr i32 MAX_FRAMES_IN_FLIGHT = 2; constexpr i32 MAX_FRAMES_IN_FLIGHT = 2;
// Vertex shader
constexpr const char* vertShaderSrc = R"glsl(
#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}
)glsl";
// Fragment shader
constexpr const char* fragShaderSrc = R"glsl(
#version 450
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(texSampler, fragTexCoord);
}
)glsl";
// Validation layers for debug builds // Validation layers for debug builds
#ifndef NDEBUG #ifndef NDEBUG
constexpr std::array<const char*, 1> validationLayers = { "VK_LAYER_KHRONOS_validation" }; constexpr std::array<const char*, 1> validationLayers = { "VK_LAYER_KHRONOS_validation" };
@ -66,12 +106,10 @@ class VulkanApp {
* It also cleans up resources when the application is closed. * It also cleans up resources when the application is closed.
*/ */
fn run() -> void { fn run() -> void {
InitGlslang();
initWindow(); // Initialize the application window initWindow(); // Initialize the application window
initVulkan(); // Initialize Vulkan initVulkan(); // Initialize Vulkan
mainLoop(); // Enter the main rendering loop mainLoop(); // Enter the main rendering loop
CleanupGlslang();
cleanupSwapChain(); // Clean up swap chain resources cleanupSwapChain(); // Clean up swap chain resources
for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++)
@ -194,6 +232,22 @@ class VulkanApp {
alignas(16) glm::mat4 proj; // Projection matrix alignas(16) glm::mat4 proj; // Projection matrix
}; };
static fn compileShader(const std::string& source, const shaderc_shader_kind& kind)
-> std::vector<uint32_t> {
shaderc::Compiler compiler;
shaderc::CompileOptions options;
shaderc::CompilationResult<u32> result =
compiler.CompileGlslToSpv(source, kind, "shader.glsl", "main", options);
if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
fmt::println(stderr, "Shader compilation failed: {}", result.GetErrorMessage());
return {};
}
return { result.cbegin(), result.cend() };
}
/** /**
* @brief Reads the contents of a file into a vector of chars. * @brief Reads the contents of a file into a vector of chars.
* *
@ -843,8 +897,10 @@ class VulkanApp {
* states. * states.
*/ */
fn createGraphicsPipeline() -> void { fn createGraphicsPipeline() -> void {
std::vector<u32> vertShaderCode = CompileShader(vertShaderSrc, EShLangVertex); std::vector<u32> vertShaderCode =
std::vector<u32> fragShaderCode = CompileShader(fragShaderSrc, EShLangFragment); compileShader(vertShaderSrc, shaderc_shader_kind::shaderc_vertex_shader);
std::vector<u32> fragShaderCode =
compileShader(fragShaderSrc, shaderc_shader_kind::shaderc_fragment_shader);
vk::UniqueShaderModule vertShaderModule = createShaderModule(vertShaderCode); vk::UniqueShaderModule vertShaderModule = createShaderModule(vertShaderCode);
vk::UniqueShaderModule fragShaderModule = createShaderModule(fragShaderCode); vk::UniqueShaderModule fragShaderModule = createShaderModule(fragShaderCode);

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@ -1,196 +0,0 @@
#include <glslang/Public/ShaderLang.h>
#include <glslang/SPIRV/GlslangToSpv.h>
#include <iostream>
#include "types.h"
const TBuiltInResource DefaultTBuiltInResource = {
.maxLights = 32,
.maxClipPlanes = 6,
.maxTextureUnits = 32,
.maxTextureCoords = 32,
.maxVertexAttribs = 64,
.maxVertexUniformComponents = 4096,
.maxVaryingFloats = 64,
.maxVertexTextureImageUnits = 32,
.maxCombinedTextureImageUnits = 80,
.maxTextureImageUnits = 32,
.maxFragmentUniformComponents = 4096,
.maxDrawBuffers = 32,
.maxVertexUniformVectors = 128,
.maxVaryingVectors = 8,
.maxFragmentUniformVectors = 16,
.maxVertexOutputVectors = 16,
.maxFragmentInputVectors = 15,
.minProgramTexelOffset = -8,
.maxProgramTexelOffset = 7,
.maxClipDistances = 8,
.maxComputeWorkGroupCountX = 65535,
.maxComputeWorkGroupCountY = 65535,
.maxComputeWorkGroupCountZ = 65535,
.maxComputeWorkGroupSizeX = 1024,
.maxComputeWorkGroupSizeY = 1024,
.maxComputeWorkGroupSizeZ = 64,
.maxComputeUniformComponents = 1024,
.maxComputeTextureImageUnits = 16,
.maxComputeImageUniforms = 8,
.maxComputeAtomicCounters = 8,
.maxComputeAtomicCounterBuffers = 1,
.maxVaryingComponents = 60,
.maxVertexOutputComponents = 64,
.maxGeometryInputComponents = 64,
.maxGeometryOutputComponents = 128,
.maxFragmentInputComponents = 128,
.maxImageUnits = 8,
.maxCombinedImageUnitsAndFragmentOutputs = 8,
.maxCombinedShaderOutputResources = 8,
.maxImageSamples = 0,
.maxVertexImageUniforms = 0,
.maxTessControlImageUniforms = 0,
.maxTessEvaluationImageUniforms = 0,
.maxGeometryImageUniforms = 0,
.maxFragmentImageUniforms = 8,
.maxCombinedImageUniforms = 8,
.maxGeometryTextureImageUnits = 16,
.maxGeometryOutputVertices = 256,
.maxGeometryTotalOutputComponents = 1024,
.maxGeometryUniformComponents = 1024,
.maxGeometryVaryingComponents = 64,
.maxTessControlInputComponents = 128,
.maxTessControlOutputComponents = 128,
.maxTessControlTextureImageUnits = 16,
.maxTessControlUniformComponents = 1024,
.maxTessControlTotalOutputComponents = 4096,
.maxTessEvaluationInputComponents = 128,
.maxTessEvaluationOutputComponents = 128,
.maxTessEvaluationTextureImageUnits = 16,
.maxTessEvaluationUniformComponents = 1024,
.maxTessPatchComponents = 120,
.maxPatchVertices = 32,
.maxTessGenLevel = 64,
.maxViewports = 16,
.maxVertexAtomicCounters = 0,
.maxTessControlAtomicCounters = 0,
.maxTessEvaluationAtomicCounters = 0,
.maxGeometryAtomicCounters = 0,
.maxFragmentAtomicCounters = 8,
.maxCombinedAtomicCounters = 8,
.maxAtomicCounterBindings = 1,
.maxVertexAtomicCounterBuffers = 0,
.maxTessControlAtomicCounterBuffers = 0,
.maxTessEvaluationAtomicCounterBuffers = 0,
.maxGeometryAtomicCounterBuffers = 0,
.maxFragmentAtomicCounterBuffers = 1,
.maxCombinedAtomicCounterBuffers = 1,
.maxAtomicCounterBufferSize = 16384,
.maxTransformFeedbackBuffers = 4,
.maxTransformFeedbackInterleavedComponents = 64,
.maxCullDistances = 8,
.maxCombinedClipAndCullDistances = 8,
.maxSamples = 4,
.maxMeshOutputVerticesNV = 256,
.maxMeshOutputPrimitivesNV = 512,
.maxMeshWorkGroupSizeX_NV = 32,
.maxMeshWorkGroupSizeY_NV = 1,
.maxMeshWorkGroupSizeZ_NV = 1,
.maxTaskWorkGroupSizeX_NV = 32,
.maxTaskWorkGroupSizeY_NV = 1,
.maxTaskWorkGroupSizeZ_NV = 1,
.maxMeshViewCountNV = 4,
.maxMeshOutputVerticesEXT = 256,
.maxMeshOutputPrimitivesEXT = 512,
.maxMeshWorkGroupSizeX_EXT = 32,
.maxMeshWorkGroupSizeY_EXT = 1,
.maxMeshWorkGroupSizeZ_EXT = 1,
.maxTaskWorkGroupSizeX_EXT = 32,
.maxTaskWorkGroupSizeY_EXT = 1,
.maxTaskWorkGroupSizeZ_EXT = 1,
.maxMeshViewCountEXT = 4,
.maxDualSourceDrawBuffersEXT = 1,
.limits = {
.nonInductiveForLoops = true,
.whileLoops = true,
.doWhileLoops = true,
.generalUniformIndexing = true,
.generalAttributeMatrixVectorIndexing = true,
.generalVaryingIndexing = true,
.generalSamplerIndexing = true,
.generalVariableIndexing = true,
.generalConstantMatrixVectorIndexing = true,
},
};
constexpr const char* vertShaderSrc = R"glsl(
#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}
)glsl";
constexpr const char* fragShaderSrc = R"glsl(
#version 450
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(texSampler, fragTexCoord);
}
)glsl";
inline void InitGlslang() { glslang::InitializeProcess(); }
inline void CleanupGlslang() { glslang::FinalizeProcess(); }
inline fn CompileShader(const char* source, EShLanguage shaderType) -> std::vector<uint32_t> {
glslang::TShader shader(shaderType);
shader.setStrings(&source, 1);
// Set shader environment details (language version, profile)
shader.setEnvInput(glslang::EShSourceGlsl, shaderType, glslang::EShClientVulkan, 450);
shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_2);
shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
// Parse GLSL to AST (abstract syntax tree)
if (!shader.parse(&DefaultTBuiltInResource, 450, false, EShMsgDefault)) {
std::cerr << "GLSL parsing failed: " << shader.getInfoLog() << std::endl;
return {};
}
// Create a program to hold the compiled shader
glslang::TProgram program;
program.addShader(&shader);
// Link the program
if (!program.link(EShMsgDefault)) {
std::cerr << "Linking failed: " << program.getInfoLog() << std::endl;
return {};
}
// Convert AST to SPIR-V
std::vector<uint32_t> spirv;
glslang::SpvOptions spvOptions;
glslang::GlslangToSpv(*program.getIntermediate(shaderType), spirv, &spvOptions);
return spirv;
}