Awesome
FlyCube
FlyCube is a low-level graphics API is written in C++ on top of DirectX 12
, Vulkan
and Metal
.
The low-level graphics API features
- Ray tracing
- Mesh shading
- Variable rate shading
- Bindless resource binding
- HLSL as a shader language for all backends
- Compilation in DXIL, SPIRV or MSL depend on selected backend
Supported platforms
DirectX 12 | Vulkan | Metal | |
---|---|---|---|
Windows | :heavy_check_mark: | :heavy_check_mark: | :heavy_multiplication_x: |
macOS/iOS/tvOS | :heavy_multiplication_x: | :heavy_check_mark: (MoltenVK) | :heavy_check_mark: |
Linux | :heavy_multiplication_x: | :heavy_check_mark: | :heavy_multiplication_x: |
Cloning repository
git clone --recursive https://github.com/andrejnau/FlyCube.git
An example of the low-level graphics API usage
std::shared_ptr<Instance> instance = CreateInstance(settings.api_type);
std::shared_ptr<Adapter> adapter = std::move(instance->EnumerateAdapters()[settings.required_gpu_index]);
std::shared_ptr<Device> device = adapter->CreateDevice();
std::shared_ptr<CommandQueue> command_queue = device->GetCommandQueue(CommandListType::kGraphics);
constexpr uint32_t frame_count = 3;
std::shared_ptr<Swapchain> swapchain =
device->CreateSwapchain(app.GetNativeWindow(), rect.width, rect.height, frame_count, settings.vsync);
uint64_t fence_value = 0;
std::shared_ptr<Fence> fence = device->CreateFence(fence_value);
std::vector<uint32_t> index_data = { 0, 1, 2 };
std::shared_ptr<Resource> index_buffer =
device->CreateBuffer(BindFlag::kIndexBuffer | BindFlag::kCopyDest, sizeof(uint32_t) * index_data.size());
index_buffer->CommitMemory(MemoryType::kUpload);
index_buffer->UpdateUploadBuffer(0, index_data.data(), sizeof(index_data.front()) * index_data.size());
std::vector<glm::vec3> vertex_data = {
glm::vec3(-0.5, -0.5, 0.0),
glm::vec3(0.0, 0.5, 0.0),
glm::vec3(0.5, -0.5, 0.0),
};
std::shared_ptr<Resource> vertex_buffer = device->CreateBuffer(BindFlag::kVertexBuffer | BindFlag::kCopyDest,
sizeof(vertex_data.front()) * vertex_data.size());
vertex_buffer->CommitMemory(MemoryType::kUpload);
vertex_buffer->UpdateUploadBuffer(0, vertex_data.data(), sizeof(vertex_data.front()) * vertex_data.size());
glm::vec4 constant_data = glm::vec4(1, 0, 0, 1);
std::shared_ptr<Resource> constant_buffer =
device->CreateBuffer(BindFlag::kConstantBuffer | BindFlag::kCopyDest, sizeof(constant_data));
constant_buffer->CommitMemory(MemoryType::kUpload);
constant_buffer->UpdateUploadBuffer(0, &constant_data, sizeof(constant_data));
std::shared_ptr<Shader> vertex_shader = device->CompileShader(
{ ASSETS_PATH "shaders/CoreTriangle/VertexShader.hlsl", "main", ShaderType::kVertex, "6_0" });
std::shared_ptr<Shader> pixel_shader = device->CompileShader(
{ ASSETS_PATH "shaders/CoreTriangle/PixelShader.hlsl", "main", ShaderType::kPixel, "6_0" });
std::shared_ptr<Program> program = device->CreateProgram({ vertex_shader, pixel_shader });
ViewDesc constant_view_desc = {};
constant_view_desc.view_type = ViewType::kConstantBuffer;
constant_view_desc.dimension = ViewDimension::kBuffer;
std::shared_ptr<View> constant_view = device->CreateView(constant_buffer, constant_view_desc);
BindKey settings_key = { ShaderType::kPixel, ViewType::kConstantBuffer, 0, 0, 1 };
std::shared_ptr<BindingSetLayout> layout = device->CreateBindingSetLayout({ settings_key });
std::shared_ptr<BindingSet> binding_set = device->CreateBindingSet(layout);
binding_set->WriteBindings({ { settings_key, constant_view } });
RenderPassDesc render_pass_desc = {
{ { swapchain->GetFormat(), RenderPassLoadOp::kClear, RenderPassStoreOp::kStore } },
};
std::shared_ptr<RenderPass> render_pass = device->CreateRenderPass(render_pass_desc);
ClearDesc clear_desc = { { { 0.0, 0.2, 0.4, 1.0 } } };
GraphicsPipelineDesc pipeline_desc = {
program,
layout,
{ { 0, "POSITION", gli::FORMAT_RGB32_SFLOAT_PACK32, sizeof(vertex_data.front()) } },
render_pass,
};
std::shared_ptr<Pipeline> pipeline = device->CreateGraphicsPipeline(pipeline_desc);
std::array<uint64_t, frame_count> fence_values = {};
std::vector<std::shared_ptr<CommandList>> command_lists;
std::vector<std::shared_ptr<Framebuffer>> framebuffers;
for (uint32_t i = 0; i < frame_count; ++i) {
ViewDesc back_buffer_view_desc = {};
back_buffer_view_desc.view_type = ViewType::kRenderTarget;
back_buffer_view_desc.dimension = ViewDimension::kTexture2D;
std::shared_ptr<Resource> back_buffer = swapchain->GetBackBuffer(i);
std::shared_ptr<View> back_buffer_view = device->CreateView(back_buffer, back_buffer_view_desc);
FramebufferDesc framebuffer_desc = {};
framebuffer_desc.render_pass = render_pass;
framebuffer_desc.width = rect.width;
framebuffer_desc.height = rect.height;
framebuffer_desc.colors = { back_buffer_view };
std::shared_ptr<Framebuffer> framebuffer =
framebuffers.emplace_back(device->CreateFramebuffer(framebuffer_desc));
std::shared_ptr<CommandList> command_list =
command_lists.emplace_back(device->CreateCommandList(CommandListType::kGraphics));
command_list->BindPipeline(pipeline);
command_list->BindBindingSet(binding_set);
command_list->SetViewport(0, 0, rect.width, rect.height);
command_list->SetScissorRect(0, 0, rect.width, rect.height);
command_list->IASetIndexBuffer(index_buffer, gli::format::FORMAT_R32_UINT_PACK32);
command_list->IASetVertexBuffer(0, vertex_buffer);
command_list->ResourceBarrier({ { back_buffer, ResourceState::kPresent, ResourceState::kRenderTarget } });
command_list->BeginRenderPass(render_pass, framebuffer, clear_desc);
command_list->DrawIndexed(3, 1, 0, 0, 0);
command_list->EndRenderPass();
command_list->ResourceBarrier({ { back_buffer, ResourceState::kRenderTarget, ResourceState::kPresent } });
command_list->Close();
}
while (!app.PollEvents()) {
uint32_t frame_index = swapchain->NextImage(fence, ++fence_value);
command_queue->Wait(fence, fence_value);
fence->Wait(fence_values[frame_index]);
command_queue->ExecuteCommandLists({ command_lists[frame_index] });
command_queue->Signal(fence, fence_values[frame_index] = ++fence_value);
swapchain->Present(fence, fence_values[frame_index]);
}
command_queue->Signal(fence, ++fence_value);
fence->Wait(fence_value);
Advanced sample
SponzaPbr was originally part of the repository. This is my sandbox for rendering techniques.
- Features
- Deferred rendering
- Physically based rendering
- Image based lighting
- Ambient occlusion
- Raytracing
- Screen space
- Normal mapping
- Point shadow mapping
- Skeletal animation
- Multisample anti-aliasing
- Tone mapping
- Simple imgui based UI settings