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10 Commits

Author SHA1 Message Date
abdelrahman 2cdfcde5a3 Add swapchain recreation. Needs debugging though 2026-06-21 20:51:46 +01:00
abdelrahman ef12ba03d8 Bug fixes 2026-06-21 20:09:54 +01:00
abdelrahman a425166018 Render loop 2026-06-21 17:02:09 +01:00
abdelrahman f253b6f683 Build executable with RPATH 2026-06-21 17:02:02 +01:00
abdelrahman 2fb5eb1dd7 Reorder includes 2026-06-21 14:28:36 +01:00
abdelrahman 09239c0cda Add graphics pipeline 2026-06-21 14:27:23 +01:00
abdelrahman 44a34ed0a2 Fix return 2026-06-21 00:55:12 +01:00
abdelrahman e8a40e04a9 Load shaders and create shader module 2026-06-21 00:53:03 +01:00
abdelrahman 26ab321641 Add descriptors 2026-06-20 21:00:19 +01:00
abdelrahman 19e7382ff7 Don't hide temp memory triggers 2026-06-20 17:54:04 +01:00
4 changed files with 692 additions and 61 deletions
+37 -37
View File
@@ -5,57 +5,57 @@
*/
struct VSInput {
float3 Pos;
float3 Normal;
float3 Pos;
float3 Normal;
float2 UV;
};
Sampler2D textures[];
struct ShaderData {
float4x4 projection;
float4x4 view;
float4x4 model[3];
float4 lightPos;
uint32_t selected;
float4x4 projection;
float4x4 view;
float4x4 model[3];
float4 lightPos;
uint32_t selected;
};
struct VSOutput {
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Factor;
float3 LightVec;
float3 ViewVec;
uint32_t InstanceIndex;
float4 Pos : SV_POSITION;
float3 Normal;
float2 UV;
float3 Factor;
float3 LightVec;
float3 ViewVec;
uint32_t InstanceIndex;
};
[shader("vertex")]
VSOutput main(VSInput input, uniform ShaderData *shaderData, uint instanceIndex : SV_VulkanInstanceID) {
VSOutput output;
float4x4 modelMat = shaderData->model[instanceIndex];
output.Normal = mul((float3x3)mul(shaderData->view, modelMat), input.Normal);
output.UV = input.UV;
output.Pos = mul(shaderData->projection, mul(shaderData->view, mul(modelMat, float4(input.Pos.xyz, 1.0))));
output.Factor = (shaderData->selected == instanceIndex ? 3.0f : 1.0f);
output.InstanceIndex = instanceIndex;
// Calculate view vectors required for lighting
float4 fragPos = mul(mul(shaderData->view, modelMat), float4(input.Pos.xyz, 1.0));
output.LightVec = shaderData->lightPos.xyz - fragPos.xyz;
output.ViewVec = -fragPos.xyz;
return output;
VSOutput output;
float4x4 modelMat = shaderData->model[instanceIndex];
output.Normal = mul((float3x3)mul(shaderData->view, modelMat), input.Normal);
output.UV = input.UV;
output.Pos = mul(shaderData->projection, mul(shaderData->view, mul(modelMat, float4(input.Pos.xyz, 1.0))));
output.Factor = (shaderData->selected == instanceIndex ? 3.0f : 1.0f);
output.InstanceIndex = instanceIndex;
// Calculate view vectors required for lighting
float4 fragPos = mul(mul(shaderData->view, modelMat), float4(input.Pos.xyz, 1.0));
output.LightVec = shaderData->lightPos.xyz - fragPos.xyz;
output.ViewVec = -fragPos.xyz;
return output;
}
[shader("fragment")]
float4 main(VSOutput input) {
// Phong lighting
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0025);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * 0.75;
// Sample from texture
float3 color = textures[NonUniformResourceIndex(input.InstanceIndex)].Sample(input.UV).rgb * input.Factor;
return float4(diffuse * color.rgb + specular, 1.0);
}
// Phong lighting
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0025);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * 0.75;
// Sample from texture
float3 color = textures[NonUniformResourceIndex(input.InstanceIndex)].Sample(input.UV).rgb * input.Factor;
return float4(diffuse * color.rgb + specular, 1.0);
}
+1 -1
View File
@@ -18,7 +18,7 @@ build_ktx () {
build_app () {
bear -- clang++ -g -c -Wno-nullability-completeness -DVK_NO_PROTOTYPES -I$VULKAN_SDK/include -Ivendor/include vulkan_profiles/vulkan_profiles.cpp main.cpp
bear -a -- clang -g -c -DVK_NO_PROTOTYPES -Ivulkan_profiles -I$VULKAN_SDK/include $VULKAN_SDK/include/volk/volk.c wapp/wapp.c
bear -a -- clang++ -g -DVK_NO_PROTOTYPES -Lvendor/lib -lSDL3 -lglm -ltinyobjloader -lktx -o main *.o
bear -a -- clang++ -g -DVK_NO_PROTOTYPES -L$VULKAN_SDK/lib -Lvendor/lib -lSDL3 -lglm -ltinyobjloader -lktx -lslang -Wl,-rpath,./vendor/lib -Wl,-rpath,$VULKAN_SDK/lib -o main *.o
}
clean_obj () {
+654 -20
View File
@@ -1,9 +1,12 @@
// vim:fileencoding=utf-8:foldmethod=marker
#include "wapp/wapp.h"
#include "vulkan/vulkan_core.h"
#include "vulkan_profiles/vulkan_profiles.h"
#include "ktx.h"
#include "ktxvulkan.h"
#include <SDL3/SDL_timer.h>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
@@ -13,6 +16,8 @@
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_vulkan.h>
#include <slang/slang.h>
#include <slang/slang-com-ptr.h>
#include <tiny_obj_loader.h>
#define VMA_IMPLEMENTATION
#include <vma/vk_mem_alloc.h>
@@ -87,6 +92,13 @@ typedef VkCommandBuffer *VkCommandBufferArray;
typedef Texture *TextureArray;
typedef VkDescriptorImageInfo *VkDescriptorImageInfoArray;
typedef VkBufferImageCopy *VkBufferImageCopyArray;
typedef slang::TargetDesc *SlangTargetDescArray;
typedef slang::CompilerOptionEntry *SlangCompOptEntryArray;
typedef VkVertexInputAttributeDescription *VkVertexInputAttributeDescriptionArray;
typedef VkPipelineShaderStageCreateInfo *VkPipelineShaderStageCreateInfoArray;
typedef VkDynamicState *VkDynamicStateArray;
typedef glm::vec3 *GlmVec3Array;
typedef VkImageMemoryBarrier2 *VkImageMemoryBarrier2Array;
// }}}
// {{{ Helper Function Declarations
@@ -96,7 +108,10 @@ wapp_intern inline void check(bool result, i32 code);
// }}}
// {{{ Global Variables
wapp_intern u32 frame_index = 0;
wapp_intern u32 image_index = 0;
wapp_intern constexpr u32 max_frames_in_flight = 2;
wapp_intern constexpr u32 instance_count = 3;
wapp_intern constexpr u32 texture_count = 3;
wapp_intern bool running = true;
wapp_intern bool update_swapchain = false;
@@ -129,12 +144,21 @@ wapp_intern VmaAllocation vert_index_buf_alloc = VK_NULL_HANDLE;
wapp_intern ShaderData shader_data = {};
wapp_intern ShaderDataBufferArray shader_data_bufs;
wapp_intern VkFenceArray fences;
wapp_intern VkSemaphoreArray image_acquired_semaphores;
wapp_intern VkSemaphoreArray image_acquired_semaphores = nullptr;
wapp_intern VkSemaphoreArray render_completed_semaphores = nullptr;
wapp_intern VkCommandPool command_pool = VK_NULL_HANDLE;
wapp_intern VkCommandBufferArray command_buffers;
wapp_intern TextureArray textures;
wapp_intern VkDescriptorImageInfoArray tex_descriptors;
wapp_intern VkDescriptorSetLayout desc_set_layout_tex = VK_NULL_HANDLE;
wapp_intern VkDescriptorPool desc_pool = VK_NULL_HANDLE;
wapp_intern VkDescriptorSet desc_set_tex = VK_NULL_HANDLE;
wapp_intern Slang::ComPtr<slang::IGlobalSession> slang_global_session;
wapp_intern VkShaderModule shader_module = VK_NULL_HANDLE;
wapp_intern VkPipelineLayout graphics_pipeline_layout = VK_NULL_HANDLE;
wapp_intern VkPipeline graphics_pipeline = VK_NULL_HANDLE;
wapp_intern glm::vec3 camera_position = {0.0f, 0.0f, -6.0f};
wapp_intern GlmVec3Array object_rotations;
// }}}
int main() {
@@ -146,8 +170,8 @@ int main() {
check(volkInitialize());
display_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
window = SDL_CreateWindow("How To Vulkan", (i32)(display_scale * 1920),
(i32)(display_scale * 1080), SDL_WINDOW_VULKAN);
window = SDL_CreateWindow("How To Vulkan", (i32)(display_scale * 1920), (i32)(display_scale * 1080),
SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
check(window != nullptr, EXIT_CODE_WINDOW_CREATION_FAILED);
// }}}
@@ -350,7 +374,8 @@ int main() {
VmaAllocatorCreateInfo allocator_create_info = {};
allocator_create_info.flags = VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT |
VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT;
VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT |
VMA_ALLOCATOR_CREATE_KHR_MAINTENANCE5_BIT;
allocator_create_info.instance = instance;
allocator_create_info.physicalDevice = physical_device;
allocator_create_info.device = device;
@@ -505,15 +530,15 @@ int main() {
1.0 - attrib.texcoords[index.texcoord_index * 2 + 1]
};
u16 idx = (u16)wapp_array_count(indices);
wapp_array_append_alloc(Vertex, &arena, vertices, &v, ARRAY_INIT_NONE);
wapp_array_append_alloc(u16, &arena, indices, &idx, ARRAY_INIT_NONE);
u16 idx = (u16)wapp_array_count(indices);
vertices = wapp_array_append_alloc(Vertex, &arena, vertices, &v, ARRAY_INIT_NONE);
indices = wapp_array_append_alloc(u16, &arena, indices, &idx, ARRAY_INIT_NONE);
}
// }}}
// {{{ Upload to GPU
VkDeviceSize vertex_buf_size = sizeof(Vertex) * wapp_array_count(vertices);
VkDeviceSize index_buf_size = sizeof(u16) * wapp_array_count(vertices);
VkDeviceSize index_buf_size = sizeof(u16) * wapp_array_count(indices);
VkBufferCreateInfo buf_create_info = {};
buf_create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
@@ -541,20 +566,20 @@ int main() {
shader_data_bufs = wapp_array_with_capacity(ShaderDataBuffer, max_frames_in_flight, ARRAY_INIT_FILLED);
for (u32 i = 0; i < max_frames_in_flight; ++i) {
// {{{ Create Buffer
VkBufferUsageFlags2CreateInfo data_buf_usage_flags = {};
data_buf_usage_flags.sType = VK_STRUCTURE_TYPE_BUFFER_USAGE_FLAGS_2_CREATE_INFO;
data_buf_usage_flags.usage = VK_BUFFER_USAGE_2_SHADER_DEVICE_ADDRESS_BIT;
VkBufferUsageFlags2CreateInfo buf_usage_flags = {};
buf_usage_flags.sType = VK_STRUCTURE_TYPE_BUFFER_USAGE_FLAGS_2_CREATE_INFO;
buf_usage_flags.usage = VK_BUFFER_USAGE_2_SHADER_DEVICE_ADDRESS_BIT;
VkBufferCreateInfo data_buf_create_info = {};
data_buf_create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
data_buf_create_info.size = sizeof(ShaderData);
data_buf_create_info.usage = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
data_buf_create_info.pNext = &data_buf_usage_flags;
data_buf_create_info.pNext = &buf_usage_flags;
VmaAllocationCreateInfo data_buf_alloc_create_info = {};
data_buf_alloc_create_info.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_HOST_ACCESS_ALLOW_TRANSFER_INSTEAD_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
data_buf_create_info.usage = VMA_MEMORY_USAGE_AUTO;
data_buf_alloc_create_info.usage = VMA_MEMORY_USAGE_AUTO;
check(vmaCreateBuffer(allocator, &data_buf_create_info, &data_buf_alloc_create_info,
&shader_data_bufs[i].buffer, &shader_data_bufs[i].allocation,
@@ -612,6 +637,8 @@ int main() {
check(vkAllocateCommandBuffers(device, &buffer_alloc_info, command_buffers));
// }}}
wapp_mem_arena_allocator_temp_begin(&arena);
// Texture Images {{{
textures = wapp_array_with_capacity(Texture, texture_count, ARRAY_INIT_FILLED);
tex_descriptors = wapp_array_with_capacity(VkDescriptorImageInfo, texture_count, ARRAY_INIT_FILLED);
@@ -699,8 +726,6 @@ int main() {
check(vkAllocateCommandBuffers(device, &cb_one_time_alloc_info, &cb_one_time));
// }}}
wapp_mem_arena_allocator_temp_begin(&arena);
// {{{ Record Commands To Copy Texture Data To Image
VkCommandBufferBeginInfo cb_one_time_begin_info = {};
cb_one_time_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
@@ -784,8 +809,6 @@ int main() {
check(vkWaitForFences(device, 1, &fence_one_time, VK_TRUE, UINT64_MAX));
// }}}
wapp_mem_arena_allocator_temp_end(&arena);
// {{{ Create Sampler And Setup Descriptor
VkSamplerCreateInfo sampler_create_info = {};
sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
@@ -809,11 +832,511 @@ int main() {
ktxTexture_Destroy(texture);
// }}}
}
// {{{ Descriptor Indexing
// A descriptor is a handle that describes a shader resource.
//
// Descriptors are added into Descriptor Sets which are allocated from a Descriptor Pool.
// A descriptor set object is an opaque object containing storage for a set of descriptors,
// where the types and number of descriptors is defined by a descriptor set layout.
//
// Each descriptor set has a layout. A descriptor set layout object is defined by an array of
// zero or more descriptor bindings. Each individual descriptor binding is specified by
// a descriptor type, a count (array size) of the number of descriptors in the binding, a set
// of shader stages that can access the binding, and (if using immutable samplers) an array of
// sampler descriptors.
// {{{ Create Descriptor Set Layout
// Create a single binding with variable number of descriptors
u32 texture_count = (u32)wapp_array_count(textures);
VkDescriptorBindingFlags desc_variable_flag = VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT;
VkDescriptorSetLayoutBindingFlagsCreateInfo desc_binding_flags = {};
desc_binding_flags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO;
desc_binding_flags.bindingCount = 1;
desc_binding_flags.pBindingFlags = &desc_variable_flag;
VkDescriptorSetLayoutBinding desc_layout_binding_tex = {};
// We combine texture images and samplers, so the binding's type needs to be
// VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
desc_layout_binding_tex.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
desc_layout_binding_tex.descriptorCount = texture_count;
// We only need to access this from the fragment shader, so we set stageFlags to
// VK_SHADER_STAGE_FRAGMENT_BIT
desc_layout_binding_tex.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo desc_set_layout_create_info = {};
desc_set_layout_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
desc_set_layout_create_info.pNext = &desc_binding_flags;
desc_set_layout_create_info.bindingCount = 1;
desc_set_layout_create_info.pBindings = &desc_layout_binding_tex;
check(vkCreateDescriptorSetLayout(device, &desc_set_layout_create_info, NULL, &desc_set_layout_tex));
// }}}
// {{{ Create Descriptor Pool To Allocate Descriptors
VkDescriptorPoolSize desc_pool_size = {};
desc_pool_size.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
desc_pool_size.descriptorCount = texture_count;
VkDescriptorPoolCreateInfo desc_pool_create_info = {};
desc_pool_create_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
desc_pool_create_info.maxSets = 1;
desc_pool_create_info.poolSizeCount = 1;
desc_pool_create_info.pPoolSizes = &desc_pool_size;
check(vkCreateDescriptorPool(device, &desc_pool_create_info, NULL, &desc_pool));
// }}}
// {{{ Allocate Descriptor Sets
// Descriptor indexing allocate info
VkDescriptorSetVariableDescriptorCountAllocateInfo var_desc_count_alloc_info = {};
var_desc_count_alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO;
var_desc_count_alloc_info.descriptorSetCount = 1;
var_desc_count_alloc_info.pDescriptorCounts = &texture_count;
VkDescriptorSetAllocateInfo tex_desc_set_alloc_info = {};
tex_desc_set_alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
tex_desc_set_alloc_info.pNext = &var_desc_count_alloc_info;
tex_desc_set_alloc_info.descriptorPool = desc_pool;
tex_desc_set_alloc_info.descriptorSetCount = 1;
tex_desc_set_alloc_info.pSetLayouts = &desc_set_layout_tex;
check(vkAllocateDescriptorSets(device, &tex_desc_set_alloc_info, &desc_set_tex));
// }}}
// {{{ Write Descriptor Set Data
VkWriteDescriptorSet write_desc_set_tex = {};
write_desc_set_tex.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_desc_set_tex.dstSet = desc_set_tex;
write_desc_set_tex.dstBinding = 0;
write_desc_set_tex.descriptorCount = (u32)wapp_array_count(tex_descriptors);
write_desc_set_tex.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write_desc_set_tex.pImageInfo = tex_descriptors;
vkUpdateDescriptorSets(device, 1, &write_desc_set_tex, 0, NULL);
// }}}
// }}}
// }}}
wapp_mem_arena_allocator_temp_end(&arena);
// {{{ Shaders
// {{{ Runtime Compile Shaders
// {{{ Initialise Slang Session
// Global session: the connection between the application and the Slang library
slang::createGlobalSession(slang_global_session.writeRef());
// {{{ Define Compilation Scope
slang::TargetDesc target = {};
target.format = SLANG_SPIRV;
target.profile = {slang_global_session->findProfile("spirv_1_4")};
SlangTargetDescArray slang_targets = wapp_array_with_capacity(slang::TargetDesc, 8, ARRAY_INIT_NONE);
wapp_array_append_capped(slang::TargetDesc, slang_targets, &target);
slang::CompilerOptionEntry entry = {};
entry.name = slang::CompilerOptionName::EmitSpirvDirectly;
entry.value = {slang::CompilerOptionValueKind::Int, 1};
SlangCompOptEntryArray slang_options = wapp_array_with_capacity(slang::CompilerOptionEntry, 8, ARRAY_INIT_NONE);
wapp_array_append_capped(slang::CompilerOptionEntry, slang_options, &entry);
// }}}
// {{{ Create Session
slang::SessionDesc slang_session_desc = {};
slang_session_desc.targets = slang_targets;
slang_session_desc.targetCount = wapp_array_count(slang_targets);
slang_session_desc.defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_COLUMN_MAJOR;
slang_session_desc.compilerOptionEntries = slang_options;
slang_session_desc.compilerOptionEntryCount = wapp_array_count(slang_options);
Slang::ComPtr<slang::ISession> slang_session;
slang_global_session->createSession(slang_session_desc, slang_session.writeRef());
// }}}
// }}}
// {{{ Load Shader Code
Slang::ComPtr<slang::IModule> slang_module {
slang_session->loadModuleFromSource("triangle", "assets/shader.slang", nullptr, nullptr),
};
Slang::ComPtr<slang::IBlob> spirv;
slang_module->getTargetCode(0, spirv.writeRef());
// }}}
// }}}
// {{{ Create Shader Module
VkShaderModuleCreateInfo module_create_info = {};
module_create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
module_create_info.codeSize = spirv->getBufferSize();
module_create_info.pCode = (u32 *)spirv->getBufferPointer();
check(vkCreateShaderModule(device, &module_create_info, NULL, &shader_module));
// }}}
// }}}
// {{{ Graphics Pipeline
// {{{ Create Pipeline Layout
// The pipeline layout defines the interface between the pipeline and our shaders. We add a push
// constant range and the texture descriptor set layout. A push constant range defines a range of
// values that we can directly push to the shader without having to go through a buffer. We use
// these to pass a pointer to the shader data buffer.
VkPushConstantRange push_constants = {};
push_constants.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constants.size = sizeof(VkDeviceAddress);
VkPipelineLayoutCreateInfo pl_create_info = {};
pl_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pl_create_info.setLayoutCount = 1;
pl_create_info.pSetLayouts = &desc_set_layout_tex;
pl_create_info.pushConstantRangeCount = 1;
pl_create_info.pPushConstantRanges = &push_constants;
check(vkCreatePipelineLayout(device, &pl_create_info, NULL, &graphics_pipeline_layout));
// }}}
// {{{ Vertex Binding And Attributes
VkVertexInputBindingDescription vertex_binding = {};
vertex_binding.binding = 0;
vertex_binding.stride = sizeof(Vertex);
vertex_binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescriptionArray vertex_attributes = wapp_array(
VkVertexInputAttributeDescription,
// Location, Binding, Format, Offset
VkVertexInputAttributeDescription{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0},
VkVertexInputAttributeDescription{1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, normal)},
VkVertexInputAttributeDescription{2, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv)}
);
VkPipelineVertexInputStateCreateInfo vertex_input_state = {};
vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertex_input_state.vertexBindingDescriptionCount = 1;
vertex_input_state.pVertexBindingDescriptions = &vertex_binding;
vertex_input_state.vertexAttributeDescriptionCount = wapp_array_count(vertex_attributes);
vertex_input_state.pVertexAttributeDescriptions = vertex_attributes;
// }}}
// {{{ Input Assembly
VkPipelineInputAssemblyStateCreateInfo input_assembly_state = {};
input_assembly_state.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
input_assembly_state.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// }}}
// {{{ Shader Stages
VkPipelineShaderStageCreateInfoArray shader_stages = wapp_array_with_capacity(VkPipelineShaderStageCreateInfo, 2, ARRAY_INIT_FILLED);
// Vertex Shader
shader_stages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shader_stages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shader_stages[0].module = shader_module;
shader_stages[0].pName = "main";
// Fragment Shader
shader_stages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shader_stages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shader_stages[1].module = shader_module;
shader_stages[1].pName = "main";
// }}}
// {{{ Viewport And Scissor Dynamic States
VkPipelineViewportStateCreateInfo viewport_state = {};
viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewport_state.viewportCount = 1;
viewport_state.scissorCount = 1;
VkDynamicStateArray dynamic_states = wapp_array(VkDynamicState, VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR);
VkPipelineDynamicStateCreateInfo dynamic_state = {};
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state.dynamicStateCount = wapp_array_count(dynamic_states);
dynamic_state.pDynamicStates = dynamic_states;
// }}}
// {{{ Depth/Stencil State
VkPipelineDepthStencilStateCreateInfo depth_stencil_state = {};
depth_stencil_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depth_stencil_state.depthTestEnable = VK_TRUE;
depth_stencil_state.depthWriteEnable = VK_TRUE;
depth_stencil_state.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
// }}}
// {{{ Dynamic Rendering
VkPipelineRenderingCreateInfo rendering_create_info = {};
rendering_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
rendering_create_info.colorAttachmentCount = 1;
rendering_create_info.pColorAttachmentFormats = &image_format;
rendering_create_info.depthAttachmentFormat = depth_format;
// }}}
// {{{ Blending State
// Blending disabled
VkPipelineColorBlendAttachmentState blend_attachment = {};
blend_attachment.colorWriteMask = 0xf;
VkPipelineColorBlendStateCreateInfo blend_state = {};
blend_state.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
blend_state.attachmentCount = 1;
blend_state.pAttachments = &blend_attachment;
// }}}
// {{{ Rasterization State
VkPipelineRasterizationStateCreateInfo rasterization_state = {};
rasterization_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterization_state.lineWidth = 1.0f;
// }}}
// {{{ Multisampling State
VkPipelineMultisampleStateCreateInfo multisampling_state = {};
multisampling_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
// }}}
// {{{ Create Graphics Pipeline
VkGraphicsPipelineCreateInfo graphics_pipeline_create_info = {};
graphics_pipeline_create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
graphics_pipeline_create_info.pNext = &rendering_create_info;
graphics_pipeline_create_info.stageCount = wapp_array_count(shader_stages);
graphics_pipeline_create_info.pStages = shader_stages;
graphics_pipeline_create_info.pVertexInputState = &vertex_input_state;
graphics_pipeline_create_info.pInputAssemblyState = &input_assembly_state;
graphics_pipeline_create_info.pViewportState = &viewport_state;
graphics_pipeline_create_info.pRasterizationState = &rasterization_state;
graphics_pipeline_create_info.pMultisampleState = &multisampling_state;
graphics_pipeline_create_info.pDepthStencilState = &depth_stencil_state;
graphics_pipeline_create_info.pColorBlendState = &blend_state;
graphics_pipeline_create_info.pDynamicState = &dynamic_state;
graphics_pipeline_create_info.layout = graphics_pipeline_layout;
check(vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &graphics_pipeline_create_info, NULL, &graphics_pipeline));
// }}}
// }}}
// {{{ Render Loop
SDL_Event event = {};
/**
* Render loop overview:
* - Wait on fence
* - Acquire next image
* - Update shader data
* - Record command buffer
* - Submit command buffer
* - Present image
* - Poll events
*/
object_rotations = wapp_array_with_capacity(glm::vec3, instance_count, ARRAY_INIT_FILLED);
u64 last_time = SDL_GetTicks();
SDL_Event event = {};
while (running) {
// {{{ Wait On Fence
check(vkWaitForFences(device, 1, &fences[frame_index], VK_TRUE, UINT64_MAX));
check(vkResetFences(device, 1, &fences[frame_index]));
// }}}
// {{{ Acquire Next Swapchain Image
check_swapchain(vkAcquireNextImageKHR(device, swapchain, UINT64_MAX,
image_acquired_semaphores[frame_index], VK_NULL_HANDLE,
&image_index));
// }}}
// {{{ Update Shader Data
shader_data.projection = glm::perspective(glm::radians(45.0f), (f32)window_size.x / (f32)window_size.y,
0.1f, 32.0f);
shader_data.view = glm::translate(glm::mat4(1.0f), camera_position);
for (i32 i = 0; i < instance_count; ++i) {
glm::vec3 instance_pos = glm::vec3((f32)(i - 1) * 3.0f, 0.0f, 0.0f);
shader_data.model[i] = glm::translate(glm::mat4(1.0f), instance_pos) *
glm::mat4_cast(glm::quat(object_rotations[i]));
}
memcpy(shader_data_bufs[frame_index].allocation_info.pMappedData, &shader_data, sizeof(ShaderData));
// }}}
// {{{ Record Command Buffer
VkCommandBuffer cb = command_buffers[frame_index];
check(vkResetCommandBuffer(cb, 0));
VkCommandBufferBeginInfo cmd_begin_info = {};
cmd_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
cmd_begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
check(vkBeginCommandBuffer(cb, &cmd_begin_info));
VkImageMemoryBarrier2Array memory_barriers = wapp_array_with_capacity(VkImageMemoryBarrier2, 2, ARRAY_INIT_FILLED);
// Color Attachment
memory_barriers[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
memory_barriers[0].srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
memory_barriers[0].srcAccessMask = 0;
memory_barriers[0].dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
memory_barriers[0].dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
memory_barriers[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
memory_barriers[0].newLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
memory_barriers[0].image = swapchain_images[image_index];
memory_barriers[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
memory_barriers[0].subresourceRange.levelCount = 1;
memory_barriers[0].subresourceRange.layerCount = 1;
// Depth Attachment
memory_barriers[1].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
memory_barriers[1].srcStageMask = VK_PIPELINE_STAGE_2_LATE_FRAGMENT_TESTS_BIT;
memory_barriers[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
memory_barriers[1].dstStageMask = VK_PIPELINE_STAGE_2_EARLY_FRAGMENT_TESTS_BIT;
memory_barriers[1].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
memory_barriers[1].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
memory_barriers[1].newLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
memory_barriers[1].image = depth_image;
memory_barriers[1].subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
memory_barriers[1].subresourceRange.levelCount = 1;
memory_barriers[1].subresourceRange.layerCount = 1;
// {{{ Transition Layout Color And Depth Images
VkDependencyInfo barrier_dependency_info = {};
barrier_dependency_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
barrier_dependency_info.imageMemoryBarrierCount = wapp_array_count(memory_barriers);
barrier_dependency_info.pImageMemoryBarriers = memory_barriers;
vkCmdPipelineBarrier2(cb, &barrier_dependency_info);
// }}}
// {{{ Dynamic Rendering Commands
VkClearValue color_clear_value = {};
color_clear_value.color = { 0.0f, 0.0f, 0.0f, 0.0f };
VkClearValue depth_clear_value = {};
depth_clear_value.depthStencil = { 1.0f, 0 };
VkRenderingAttachmentInfo color_attachment = {};
color_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
color_attachment.imageView = swapchain_views[image_index];
color_attachment.imageLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
color_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
color_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
color_attachment.clearValue = color_clear_value;
VkRenderingAttachmentInfo depth_attachment = {};
depth_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
depth_attachment.imageView = depth_view;
depth_attachment.imageLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
depth_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
depth_attachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
depth_attachment.clearValue = depth_clear_value;
VkRect2D render_area = {};
render_area.extent = { (u32)window_size.x, (u32)window_size.y };
VkRenderingInfo render_info = {};
render_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
render_info.renderArea = render_area;
render_info.layerCount = 1;
render_info.colorAttachmentCount = 1;
render_info.pColorAttachments = &color_attachment;
render_info.pDepthAttachment = &depth_attachment;
vkCmdBeginRendering(cb, &render_info);
// {{{ Set Viewport And Scissor Dynamic States
VkViewport viewport = {};
viewport.width = window_size.x;
viewport.height = window_size.y;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(cb, 0, 1, &viewport);
VkRect2D scissor = {};
scissor.extent = render_area.extent;
vkCmdSetScissor(cb, 0, 1, &scissor);
// }}}
// {{{ Bind Resources
vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, graphics_pipeline);
vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, graphics_pipeline_layout, 0, 1, &desc_set_tex, 0, NULL);
VkDeviceSize vertex_offset = {};
vkCmdBindVertexBuffers(cb, 0, 1, &vert_index_buf, &vertex_offset);
vkCmdBindIndexBuffer(cb, vert_index_buf, vertex_buf_size, VK_INDEX_TYPE_UINT16);
// }}}
// {{{ Send ShaderData Buffer Device Address To Shader
vkCmdPushConstants(cb, graphics_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0,
sizeof(VkDeviceAddress), &shader_data_bufs[frame_index].device_address);
// }}}
// {{{ Draw Commands
vkCmdDrawIndexed(cb, index_count, instance_count, 0, 0, 0);
// }}}
vkCmdEndRendering(cb);
// }}}
// {{{ Transition Color Attachment For Presentation
VkImageMemoryBarrier2 present_barrier = {};
present_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
present_barrier.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
present_barrier.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
present_barrier.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
present_barrier.dstAccessMask = 0;
present_barrier.oldLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL;
present_barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
present_barrier.image = swapchain_images[image_index];
present_barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
present_barrier.subresourceRange.levelCount = 1;
present_barrier.subresourceRange.layerCount = 1;
VkDependencyInfo present_dependency_info = {};
present_dependency_info.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
present_dependency_info.imageMemoryBarrierCount = 1;
present_dependency_info.pImageMemoryBarriers = &present_barrier;
vkCmdPipelineBarrier2(cb, &present_dependency_info);
// }}}
check(vkEndCommandBuffer(cb));
// }}}
// {{{ Submit Command Buffer
VkPipelineStageFlags wait_stages = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
// The wait semaphore in pWaitSemaphores ensures that execution of the command buffer does not
// begin until the swapchain image we want to render to has been acquired. This means
// presentation has finished and the image has been released by the presentation engine. This is
// required because swapchain images are owned by the presentation engine rather than by our
// application. The pipeline stage specified in pWaitDstStageMask makes that wait happen at the
// color attachment output stage, so in theory the GPU may already begin work on earlier
// pipeline stages, such as vertex fetching. The signal semaphore in pSignalSemaphores, on the
// other hand, is signaled by the GPU once command buffer execution has completed and ensures
// that presentation does not begin until the command buffer has finished execution. Together,
// these guarantees prevent read/write hazards that could cause the GPU to read from or write
// to resources that are still in use.
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.waitSemaphoreCount = 1;
submit_info.pWaitSemaphores = &image_acquired_semaphores[frame_index];
submit_info.pWaitDstStageMask = &wait_stages;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &cb;
submit_info.signalSemaphoreCount = 1;
submit_info.pSignalSemaphores = &render_completed_semaphores[image_index];
check(vkQueueSubmit(queue, 1, &submit_info, fences[frame_index]));
// }}}
frame_index = (frame_index + 1) % max_frames_in_flight;
// {{{ Present Image
VkPresentInfoKHR present_info = {};
present_info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
present_info.waitSemaphoreCount = 1;
present_info.pWaitSemaphores = &render_completed_semaphores[image_index];
present_info.swapchainCount = 1;
present_info.pSwapchains = &swapchain;
present_info.pImageIndices = &image_index;
check_swapchain(vkQueuePresentKHR(queue, &present_info));
// }}}
// {{{ Poll Events
f32 elapsed_time = (SDL_GetTicks() - last_time) / 1000.0f;
last_time = SDL_GetTicks();
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
@@ -822,14 +1345,125 @@ int main() {
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_ESCAPE) {
running = false;
break;
}
// Select active model instance
if (event.key.key == SDLK_PLUS || event.key.key == SDLK_KP_PLUS || event.key.key == SDLK_EQUALS) {
shader_data.selected = (shader_data.selected < 2) ? shader_data.selected + 1 : 0;
}
if (event.key.key == SDLK_MINUS || event.key.key == SDLK_KP_MINUS) {
shader_data.selected = (shader_data.selected > 0) ? shader_data.selected - 1 : 2;
}
break;
// Rotate the selected object with mouse drag
case SDL_EVENT_MOUSE_MOTION:
if (event.button.button == SDL_BUTTON_LEFT) {
object_rotations[shader_data.selected].x -= (float)event.motion.yrel * elapsed_time;
object_rotations[shader_data.selected].y += (float)event.motion.xrel * elapsed_time;
}
break;
// Zooming with the mouse wheel
case SDL_EVENT_MOUSE_WHEEL:
camera_position.z += (float)event.wheel.y * elapsed_time * 10.0f;
break;
// Window resize
case SDL_EVENT_WINDOW_RESIZED:
update_swapchain = true;
break;
}
}
// }}}
// {{{ Recreate Swapchain If Needed
if (update_swapchain) {
// TODO (Abdelrahman): This doesn't work well. Debug it.
update_swapchain = false;
check(vkDeviceWaitIdle(device));
check(vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, surface, &surface_caps));
// Create new swapchain
swapchain_create_info.oldSwapchain = swapchain;
swapchain_create_info.imageExtent = { (u32)window_size.x, (u32)window_size.y };
check(vkCreateSwapchainKHR(device, &swapchain_create_info, NULL, &swapchain));
// Clean old image views
for (u32 i = 0; i < swapchain_image_count; ++i) {
vkDestroyImageView(device, swapchain_views[i], NULL);
}
// Clean old render_completed semaphores
for (u32 i = 0; i < swapchain_image_count; ++i) {
vkDestroySemaphore(device, render_completed_semaphores[i], NULL);
}
// Get new swapchain images
check(vkGetSwapchainImagesKHR(device, swapchain, &swapchain_image_count, nullptr));
if (swapchain_image_count != wapp_array_count(swapchain_images)) {
swapchain_images = wapp_array_alloc_capacity(VkImage, &arena, swapchain_image_count, ARRAY_INIT_FILLED);
swapchain_views = wapp_array_alloc_capacity(VkImageView, &arena, swapchain_image_count, ARRAY_INIT_FILLED);
render_completed_semaphores = wapp_array_alloc_capacity(VkSemaphore, &arena, swapchain_image_count, ARRAY_INIT_FILLED);
}
check(swapchain_images != nullptr, EXIT_CODE_ALLOCATION_FAILURE);
check(vkGetSwapchainImagesKHR(device, swapchain, &swapchain_image_count, swapchain_images));
check(swapchain_views != nullptr, EXIT_CODE_ALLOCATION_FAILURE);
for (u32 i = 0; i < swapchain_image_count; ++i) {
VkImageViewCreateInfo view_create_info = {};
view_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
view_create_info.image = swapchain_images[i];
view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
view_create_info.format = image_format;
view_create_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view_create_info.subresourceRange.levelCount = 1;
view_create_info.subresourceRange.layerCount = 1;
check(vkCreateImageView(device, &view_create_info, nullptr, &swapchain_views[i]));
}
check(render_completed_semaphores != nullptr, EXIT_CODE_SYNC_OBJ_CREATE_FAILED);
for (u32 i = 0; i < swapchain_image_count; ++i) {
check(vkCreateSemaphore(device, &semaphore_create_info, NULL, &render_completed_semaphores[i]));
}
vkDestroySwapchainKHR(device, swapchain_create_info.oldSwapchain, NULL);
vmaDestroyImage(allocator, depth_image, depth_allocation);
vkDestroyImageView(device, depth_view, NULL);
depth_image_create_info.extent = { (u32)window_size.x, (u32)window_size.y, 1 };
VmaAllocationCreateInfo alloc_create_info = {};
alloc_create_info.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT;
alloc_create_info.usage = VMA_MEMORY_USAGE_AUTO;
check(vmaCreateImage(allocator, &depth_image_create_info, &alloc_create_info, &depth_image,
&depth_allocation, nullptr));
VkImageViewCreateInfo view_create_info = {};
view_create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
view_create_info.image = depth_image;
view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
view_create_info.format = depth_format;
view_create_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
view_create_info.subresourceRange.levelCount = 1;
view_create_info.subresourceRange.layerCount = 1;
check(vkCreateImageView(device, &view_create_info, NULL, &depth_view));
}
// }}}
}
// }}}
// {{{ Cleanup
check(vkDeviceWaitIdle(device));
vkDestroyPipeline(device, graphics_pipeline, NULL);
vkDestroyPipelineLayout(device, graphics_pipeline_layout, NULL);
vkDestroyShaderModule(device, shader_module, NULL);
vkDestroyDescriptorPool(device, desc_pool, NULL);
vkDestroyDescriptorSetLayout(device, desc_set_layout_tex, NULL);
for (u32 i = 0; i < wapp_array_count(textures); ++i) {
vkDestroySampler(device, textures[i].sampler, NULL);
vkDestroyImageView(device, textures[i].view, NULL);
@@ -865,7 +1499,7 @@ int main() {
wapp_mem_arena_allocator_destroy(&arena);
// }}}
return 0;
return EXIT_CODE_SUCCESS;
}
// {{{ Helper Functions
-3
View File
@@ -1,3 +0,0 @@
#!/bin/bash
LD_LIBRARY_PATH=vendor/lib/:$LD_LIBRARY_PATH ./main