✨ add vulkan demo
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demo/glfw_vulkan/.clang-format
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demo/glfw_vulkan/.clang-format
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---
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BasedOnStyle: LLVM
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# same as .editorconfig
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IndentWidth: 4
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demo/glfw_vulkan/.gitignore
vendored
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demo/glfw_vulkan/.gitignore
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src/nuklearshaders/*.spv
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src/nuklear_glfw_vulkan.h
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demo/glfw_vulkan/Makefile
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demo/glfw_vulkan/Makefile
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# Install
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BIN = demo
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# Flags
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CFLAGS += -std=c89 -Wall -Wextra -pedantic -O2
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SRC = main.c
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OBJ = $(SRC:.c=.o)
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ifeq ($(OS),Windows_NT)
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BIN := $(BIN).exe
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LIBS = -lglfw3 -lvulkan -lm
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else
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UNAME_S := $(shell uname -s)
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GLFW3 := $(shell pkg-config --libs glfw3)
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LIBS = $(GLFW3) -lvulkan -lm
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endif
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$(BIN): shaders/demo.vert.spv shaders/demo.frag.spv
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@mkdir -p bin
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rm -f bin/$(BIN) $(OBJS)
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$(CC) $(SRC) $(CFLAGS) -o bin/$(BIN) $(LIBS)
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shaders/demo.vert.spv: shaders/demo.vert
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glslc --target-env=vulkan shaders/demo.vert -o shaders/demo.vert.spv
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shaders/demo.frag.spv: shaders/demo.frag
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glslc --target-env=vulkan shaders/demo.frag -o shaders/demo.frag.spv
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demo/glfw_vulkan/README.md
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demo/glfw_vulkan/README.md
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# nuklear glfw vulkan
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## Theory of operation
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The nuklear glfw vulkan integration creates an independent graphics pipeline that will render the nuklear UI to separate render targets.
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The application is responsible to fully manage these render targets. So it must ensure they are properly sized (and resized when requested).
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Furthermore it is assumed that you will have a swap chain in place and the number of nuklear overlay images and number of swap chain images match.
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This is how you can integrate it in your application:
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```
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/*
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Setup: overlay_images have been created and their number match with the number
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of the swap_chain_images of your application. The overlay_images in this
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example have the same format as your swap_chain images (optional)
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*/
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struct nk_context *ctx = nk_glfw3_init(
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demo.win, demo.device, demo.physical_device, demo.indices.graphics,
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demo.overlay_image_views, demo.swap_chain_images_len,
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demo.swap_chain_image_format, NK_GLFW3_INSTALL_CALLBACKS,
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MAX_VERTEX_BUFFER, MAX_ELEMENT_BUFFER);
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[...]
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/*
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in your draw loop draw you can then render to the overlay image at
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`image_index`
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your own application can then wait for the semaphore and produce
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the swap_chain_image at `image_index`
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this should simply sample from the overlay_image (see example)
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*/
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nk_semaphore semaphore =
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nk_glfw3_render(demo.graphics_queue, image_index,
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demo.image_available, NK_ANTI_ALIASING_ON);
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if (!render(&demo, &bg, nk_semaphore, image_index)) {
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fprintf(stderr, "render failed\n");
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return false;
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}
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```
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You must call `nk_glfw3_resize` whenever the size of the overlay_images resize.
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## Using images
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Images can be used by providing a VkImageView as an nk_image_ptr to nuklear:
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```
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img = nk_image_ptr(demo.demo_texture_image_view);
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```
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Note that they must have SHADER_READ_OPTIMAL layout
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It is currently not possible to specify how they are being sampled. The nuklear glfw vulkan integration uses a fixed sampler that does linear filtering.
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demo/glfw_vulkan/main.c
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demo/glfw_vulkan/main.c
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demo/glfw_vulkan/nuklear_glfw_vulkan.h
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demo/glfw_vulkan/nuklear_glfw_vulkan.h
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demo/glfw_vulkan/shaders/demo.frag
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demo/glfw_vulkan/shaders/demo.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform sampler2D overlay;
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = texture(overlay, inUV);
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}
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demo/glfw_vulkan/shaders/demo.frag.spv
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demo/glfw_vulkan/shaders/demo.frag.spv
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demo/glfw_vulkan/shaders/demo.vert
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demo/glfw_vulkan/shaders/demo.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
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}
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demo/glfw_vulkan/shaders/demo.vert.spv
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demo/glfw_vulkan/shaders/demo.vert.spv
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demo/glfw_vulkan/src/Makefile
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demo/glfw_vulkan/src/Makefile
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create_shader_inlined_header: nuklearshaders/nuklear.vert.spv nuklearshaders/nuklear.frag.spv
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awk -v st='// NUKLEAR_SHADERS_START' -v et='// NUKLEAR_SHADERS_END' -v repl="$$(xxd -i nuklearshaders/nuklear.vert.spv && xxd -i nuklearshaders/nuklear.frag.spv)" '$$0 == st{del=1} $$0 == et{$$0 = repl; del=0} !del' nuklear_glfw_vulkan.in.h > nuklear_glfw_vulkan.h
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nuklearshaders/nuklear.vert.spv: nuklearshaders/nuklear.vert
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glslc --target-env=vulkan nuklearshaders/nuklear.vert -o nuklearshaders/nuklear.vert.spv
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nuklearshaders/nuklear.frag.spv: nuklearshaders/nuklear.frag
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glslc --target-env=vulkan nuklearshaders/nuklear.frag -o nuklearshaders/nuklear.frag.spv
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clean:
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rm nuklearshaders/nuklear.vert.spv nuklearshaders/nuklear.frag.spv nuklear_glfw_vulkan.h
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demo/glfw_vulkan/src/README.md
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demo/glfw_vulkan/src/README.md
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Contrary to OpenGL Vulkan needs precompiled shaders in the SPIR-V format which makes it a bit more difficult to inline the shadercode.
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After executing `make` the result should be a self contained `nuklear_glfw_vulkan.h`. Copy the result file to the parent directory and the "release" should be done.
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You will need to have `xxd`, `glslc` and `awk` installed for this.
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demo/glfw_vulkan/src/nuklear_glfw_vulkan.in.h
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demo/glfw_vulkan/src/nuklear_glfw_vulkan.in.h
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demo/glfw_vulkan/src/nuklearshaders/nuklear.frag
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demo/glfw_vulkan/src/nuklearshaders/nuklear.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0, set = 1) uniform sampler2D currentTexture;
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layout(location = 0) in vec4 fragColor;
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layout(location = 1) in vec2 fragUv;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec4 texColor = texture(currentTexture, fragUv);
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outColor = fragColor * texColor;
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}
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demo/glfw_vulkan/src/nuklearshaders/nuklear.vert
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demo/glfw_vulkan/src/nuklearshaders/nuklear.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout(binding = 0) uniform UniformBufferObject {
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mat4 projection;
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} ubo;
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in uvec4 color;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec2 fragUv;
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void main() {
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gl_Position = ubo.projection * vec4(position, 0.0, 1.0);
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gl_Position.y = -gl_Position.y;
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fragColor = vec4(color[0]/255.0, color[1]/255.0, color[2]/255.0, color[3]/255.0);
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fragUv = uv;
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}
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