127 lines
3.4 KiB
Markdown
127 lines
3.4 KiB
Markdown
# NYXGFX
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Low cortisol crossplatform RHI (Rendering Hardware Interface)
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## Backends
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- [x] Vulkan
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- [ ] OpenGL
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- [ ] DX12
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## Features
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- Fire and forget
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- Dead simple + Performance + Flexible
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- Generational Handles
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- Auto managed
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- No hidden control flow
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- No hidden memory allocations
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- No preprocessor, no macros
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## Architecture
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```text
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examples/simple/simple.zig
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src/gfx.zig
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└─ Selected Backend
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src/rhi/root.zig
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└─ Common / Handles / Configs
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src/rhi/vulkan/vulkan.zig
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└─ Vulkan Backend / RHI
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src/rhi/vulkan/resource.zig
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└─ Adapter / Device / Shader
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```
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| Function | Description |
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| ------------------- | ----------------------------------------------------------------- |
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| `makeX(...)` | Creates an RHI resource and returns its handle |
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| `deleteX(handle)` | Releases the resource and invalidates the handle |
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| `releaseX(handle)` | Releases the resource but keeps the handle valid |
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| `getXInfo(handle)` | Returns backend-independent information about the resource |
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| `getRawX(handle)` | Returns backend-specific raw GPU handle |
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| `getRawFrame()` | Returns backend-specific raw GPU frame resources |
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## Example
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### Core
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```zig
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const adapter = try gfx.makeAdapter(.{});
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const surface = try gfx.makeSurface();
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const device = try gfx.makeDevice(adapter, surface);
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const swapchain = try gfx.makeSwapchain(adapter, device, surface);
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```
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### Buffers
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```zig
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const vbuf = try gfx.makeBuffer(vertices, .vertex, adapter, device);
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const ibuf = try gfx.makeBuffer(indices, .index, adapter, device);
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```
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### Shaders
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```zig
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const simple_vert = try gfx.makeShader("examples/assets/shaders/compiled/simple.vert.spv", device);
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const simple_frag = try gfx.makeShader("examples/assets/shaders/compiled/simple.frag.spv", device);
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```
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### Pipelines
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```zig
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const pipeline = try gfx.makePipeline(.{
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.vertex_attributes = &.{
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.{ .location = 0, .format = .vec2, .offset = @offsetOf(Vertex, "pos") },
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.{ .location = 1, .format = .vec2, .offset = @offsetOf(Vertex, "normal") },
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.{ .location = 2, .format = .vec2, .offset = @offsetOf(Vertex, "uv") },
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},
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.vertex_binding = .{ .stride = @sizeOf(Vertex) },
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.uniforms = &.{
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.{ .name = "material", .offset = 0, .size = @sizeOf(UnlitMaterial) },
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},
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.textures = &.{texture},
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.blend_mode = .alpha,
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.vert_shader = simple_vert,
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.frag_shader = simple_frag,
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.device = device,
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.swapchain = swapchain,
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});
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```
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### Render Pass
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```zig
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if (gfx.beginPass(swapchain, .{
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.clear_color = .{ 0.01, 0.01, 0.01, 1.0 },
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})) |pass| {
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defer pass.end();
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try vbuf.bind();
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try ibuf.bind();
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try pipeline.setUniform("material", material);
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try pipeline.bind();
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pass.drawIndexed(indices.len, 1, 0, 0, 0);
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}
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```
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### House
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```zig
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switch (try gfx.getRawAdapter(adapter)) {
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.vulkan => |v| std.debug.print("---> {}\n", .{v}),
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}
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switch (try gfx.getRawDevice(device)) {
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.vulkan => |v| std.debug.print("---> {}\n", .{v}),
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}
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switch (try gfx.getRawFrame()) {
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.vulkan => |v| {
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const draw_data = im.ImGui_GetDrawData() orelse return;
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im_vk.cImGui_ImplVulkan_RenderDrawData(
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@ptrCast(draw_data),
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@ptrCast(v.cmd_buf),
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);
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},
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}
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```
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## Examples
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- ```zig build run-simple```
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- ```zig build run-3D```
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- ```zig build run-imgui```
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