IT WORKS YAYY
This commit is contained in:
parent
40af687b7f
commit
f99ff172db
12
flake.lock
12
flake.lock
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@ -2,11 +2,11 @@
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"nodes": {
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"nixpkgs": {
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"locked": {
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"lastModified": 1729128939,
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"narHash": "sha256-5UI1kh4pN+fOMj9q8Lbe0Vrpu3kqWcSSRdE4JKZjca0=",
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"lastModified": 1729293761,
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"narHash": "sha256-bkAI9eZGSR+RqM/ZpBV7eZAwHtek9oPC7Ma2TFN0FnQ=",
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"owner": "NixOS",
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"repo": "nixpkgs",
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"rev": "e3543c83677b94083d5957e091bba29f155a2ec9",
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"rev": "f1812eb562c2253492e7f2f0122b40177e46826c",
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"type": "github"
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},
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"original": {
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@ -58,11 +58,11 @@
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"nixpkgs": "nixpkgs_2"
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},
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"locked": {
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"lastModified": 1729077719,
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"narHash": "sha256-zayHqZO9gA1U85c4CPvVSnLV8/cBgc2yVrSKWaKeBUs=",
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"lastModified": 1729242555,
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"narHash": "sha256-6jWSWxv2crIXmYSEb3LEVsFkCkyVHNllk61X4uhqfCs=",
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"owner": "numtide",
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"repo": "treefmt-nix",
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"rev": "5307ba60125bb024d7e52d71d582eafd511f3fee",
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"rev": "d986489c1c757f6921a48c1439f19bfb9b8ecab5",
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"type": "github"
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},
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"original": {
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@ -50,10 +50,8 @@
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glfw
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glm
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imgui
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shaderc.out
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shaderc.dev
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shaderc.lib
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shaderc.static
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vulkan-extension-layer
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vulkan-memory-allocator
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vulkan-utility-libraries
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72
src/main.cpp
72
src/main.cpp
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@ -1,7 +1,8 @@
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// Include necessary headers
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#include <chrono> // For time-related functions
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#include <fmt/format.h> // For string formatting
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#include <unordered_set> // For unordered_set container
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#include <chrono> // For time-related functions
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#include <fmt/format.h> // For string formatting
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#include <shaderc/shaderc.hpp> // For shader compilation
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#include <unordered_set> // For unordered_set container
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// GLM (OpenGL Mathematics) configuration
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Use Vulkan's depth range (0 to 1) instead of OpenGL's (-1 to 1)
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@ -22,7 +23,6 @@
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VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
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// Include custom utility headers
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#include "util/shader.h" // Shader compilation utilities
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#include "util/types.h" // Custom type definitions
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#include "util/unique_image.h" // Custom image handling utilities
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#include "util/vertex.h" // Custom vertex structure definition
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@ -43,6 +43,46 @@ constexpr i32 HEIGHT = 600;
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// Maximum number of frames that can be processed concurrently
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constexpr i32 MAX_FRAMES_IN_FLIGHT = 2;
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// Vertex shader
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constexpr const char* vertShaderSrc = R"glsl(
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#version 450
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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}
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)glsl";
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// Fragment shader
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constexpr const char* fragShaderSrc = R"glsl(
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#version 450
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layout(binding = 1) uniform sampler2D texSampler;
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = texture(texSampler, fragTexCoord);
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}
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)glsl";
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// Validation layers for debug builds
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#ifndef NDEBUG
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constexpr std::array<const char*, 1> validationLayers = { "VK_LAYER_KHRONOS_validation" };
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@ -66,12 +106,10 @@ class VulkanApp {
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* It also cleans up resources when the application is closed.
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*/
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fn run() -> void {
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InitGlslang();
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initWindow(); // Initialize the application window
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initVulkan(); // Initialize Vulkan
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mainLoop(); // Enter the main rendering loop
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CleanupGlslang();
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cleanupSwapChain(); // Clean up swap chain resources
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for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++)
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@ -194,6 +232,22 @@ class VulkanApp {
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alignas(16) glm::mat4 proj; // Projection matrix
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};
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static fn compileShader(const std::string& source, const shaderc_shader_kind& kind)
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-> std::vector<uint32_t> {
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shaderc::Compiler compiler;
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shaderc::CompileOptions options;
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shaderc::CompilationResult<u32> result =
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compiler.CompileGlslToSpv(source, kind, "shader.glsl", "main", options);
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if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
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fmt::println(stderr, "Shader compilation failed: {}", result.GetErrorMessage());
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return {};
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}
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return { result.cbegin(), result.cend() };
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}
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/**
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* @brief Reads the contents of a file into a vector of chars.
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*
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* states.
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*/
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fn createGraphicsPipeline() -> void {
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std::vector<u32> vertShaderCode = CompileShader(vertShaderSrc, EShLangVertex);
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std::vector<u32> fragShaderCode = CompileShader(fragShaderSrc, EShLangFragment);
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std::vector<u32> vertShaderCode =
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compileShader(vertShaderSrc, shaderc_shader_kind::shaderc_vertex_shader);
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std::vector<u32> fragShaderCode =
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compileShader(fragShaderSrc, shaderc_shader_kind::shaderc_fragment_shader);
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vk::UniqueShaderModule vertShaderModule = createShaderModule(vertShaderCode);
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vk::UniqueShaderModule fragShaderModule = createShaderModule(fragShaderCode);
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@ -1,196 +0,0 @@
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#include <glslang/Public/ShaderLang.h>
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#include <glslang/SPIRV/GlslangToSpv.h>
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#include <iostream>
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#include "types.h"
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const TBuiltInResource DefaultTBuiltInResource = {
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.maxLights = 32,
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.maxClipPlanes = 6,
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.maxTextureUnits = 32,
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.maxTextureCoords = 32,
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.maxVertexAttribs = 64,
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.maxVertexUniformComponents = 4096,
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.maxVaryingFloats = 64,
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.maxVertexTextureImageUnits = 32,
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.maxCombinedTextureImageUnits = 80,
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.maxTextureImageUnits = 32,
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.maxFragmentUniformComponents = 4096,
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.maxDrawBuffers = 32,
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.maxVertexUniformVectors = 128,
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.maxVaryingVectors = 8,
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.maxFragmentUniformVectors = 16,
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.maxVertexOutputVectors = 16,
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.maxFragmentInputVectors = 15,
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.minProgramTexelOffset = -8,
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.maxProgramTexelOffset = 7,
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.maxClipDistances = 8,
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.maxComputeWorkGroupCountX = 65535,
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.maxComputeWorkGroupCountY = 65535,
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.maxComputeWorkGroupCountZ = 65535,
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.maxComputeWorkGroupSizeX = 1024,
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.maxComputeWorkGroupSizeY = 1024,
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.maxComputeWorkGroupSizeZ = 64,
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.maxComputeUniformComponents = 1024,
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.maxComputeTextureImageUnits = 16,
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.maxComputeImageUniforms = 8,
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.maxComputeAtomicCounters = 8,
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.maxComputeAtomicCounterBuffers = 1,
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.maxVaryingComponents = 60,
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.maxVertexOutputComponents = 64,
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.maxGeometryInputComponents = 64,
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.maxGeometryOutputComponents = 128,
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.maxFragmentInputComponents = 128,
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.maxImageUnits = 8,
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.maxCombinedImageUnitsAndFragmentOutputs = 8,
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.maxCombinedShaderOutputResources = 8,
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.maxImageSamples = 0,
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.maxVertexImageUniforms = 0,
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.maxTessControlImageUniforms = 0,
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.maxTessEvaluationImageUniforms = 0,
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.maxGeometryImageUniforms = 0,
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.maxFragmentImageUniforms = 8,
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.maxCombinedImageUniforms = 8,
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.maxGeometryTextureImageUnits = 16,
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.maxGeometryOutputVertices = 256,
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.maxGeometryTotalOutputComponents = 1024,
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.maxGeometryUniformComponents = 1024,
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.maxGeometryVaryingComponents = 64,
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.maxTessControlInputComponents = 128,
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.maxTessControlOutputComponents = 128,
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.maxTessControlTextureImageUnits = 16,
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.maxTessControlUniformComponents = 1024,
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.maxTessControlTotalOutputComponents = 4096,
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.maxTessEvaluationInputComponents = 128,
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.maxTessEvaluationOutputComponents = 128,
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.maxTessEvaluationTextureImageUnits = 16,
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.maxTessEvaluationUniformComponents = 1024,
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.maxTessPatchComponents = 120,
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.maxPatchVertices = 32,
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.maxTessGenLevel = 64,
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.maxViewports = 16,
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.maxVertexAtomicCounters = 0,
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.maxTessControlAtomicCounters = 0,
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.maxTessEvaluationAtomicCounters = 0,
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.maxGeometryAtomicCounters = 0,
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.maxFragmentAtomicCounters = 8,
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.maxCombinedAtomicCounters = 8,
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.maxAtomicCounterBindings = 1,
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.maxVertexAtomicCounterBuffers = 0,
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.maxTessControlAtomicCounterBuffers = 0,
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.maxTessEvaluationAtomicCounterBuffers = 0,
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.maxGeometryAtomicCounterBuffers = 0,
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.maxFragmentAtomicCounterBuffers = 1,
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.maxCombinedAtomicCounterBuffers = 1,
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.maxAtomicCounterBufferSize = 16384,
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.maxTransformFeedbackBuffers = 4,
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.maxTransformFeedbackInterleavedComponents = 64,
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.maxCullDistances = 8,
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.maxCombinedClipAndCullDistances = 8,
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.maxSamples = 4,
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.maxMeshOutputVerticesNV = 256,
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.maxMeshOutputPrimitivesNV = 512,
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.maxMeshWorkGroupSizeX_NV = 32,
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.maxMeshWorkGroupSizeY_NV = 1,
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.maxMeshWorkGroupSizeZ_NV = 1,
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.maxTaskWorkGroupSizeX_NV = 32,
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.maxTaskWorkGroupSizeY_NV = 1,
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.maxTaskWorkGroupSizeZ_NV = 1,
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.maxMeshViewCountNV = 4,
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.maxMeshOutputVerticesEXT = 256,
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.maxMeshOutputPrimitivesEXT = 512,
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.maxMeshWorkGroupSizeX_EXT = 32,
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.maxMeshWorkGroupSizeY_EXT = 1,
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.maxMeshWorkGroupSizeZ_EXT = 1,
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.maxTaskWorkGroupSizeX_EXT = 32,
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.maxTaskWorkGroupSizeY_EXT = 1,
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.maxTaskWorkGroupSizeZ_EXT = 1,
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.maxMeshViewCountEXT = 4,
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.maxDualSourceDrawBuffersEXT = 1,
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.limits = {
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.nonInductiveForLoops = true,
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.whileLoops = true,
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.doWhileLoops = true,
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.generalUniformIndexing = true,
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.generalAttributeMatrixVectorIndexing = true,
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.generalVaryingIndexing = true,
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.generalSamplerIndexing = true,
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.generalVariableIndexing = true,
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.generalConstantMatrixVectorIndexing = true,
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},
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};
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constexpr const char* vertShaderSrc = R"glsl(
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#version 450
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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}
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)glsl";
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constexpr const char* fragShaderSrc = R"glsl(
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#version 450
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layout(binding = 1) uniform sampler2D texSampler;
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = texture(texSampler, fragTexCoord);
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}
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)glsl";
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inline void InitGlslang() { glslang::InitializeProcess(); }
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inline void CleanupGlslang() { glslang::FinalizeProcess(); }
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inline fn CompileShader(const char* source, EShLanguage shaderType) -> std::vector<uint32_t> {
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glslang::TShader shader(shaderType);
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shader.setStrings(&source, 1);
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// Set shader environment details (language version, profile)
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shader.setEnvInput(glslang::EShSourceGlsl, shaderType, glslang::EShClientVulkan, 450);
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shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_2);
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shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
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// Parse GLSL to AST (abstract syntax tree)
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if (!shader.parse(&DefaultTBuiltInResource, 450, false, EShMsgDefault)) {
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std::cerr << "GLSL parsing failed: " << shader.getInfoLog() << std::endl;
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return {};
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}
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// Create a program to hold the compiled shader
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glslang::TProgram program;
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program.addShader(&shader);
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// Link the program
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if (!program.link(EShMsgDefault)) {
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std::cerr << "Linking failed: " << program.getInfoLog() << std::endl;
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return {};
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}
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// Convert AST to SPIR-V
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std::vector<uint32_t> spirv;
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glslang::SpvOptions spvOptions;
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glslang::GlslangToSpv(*program.getIntermediate(shaderType), spirv, &spvOptions);
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return spirv;
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}
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