Jackalope / jen (public) (License: GPLv3 or later version) (since 2018-10-24) (hash sha1)
----> ABOUT:

3D rendering and computing framework based on Vulkan API.

Libraries:
- simdcpp submodule (see my simdcpp repo)
- jmath submodule (see my jmath repo)
- mesh (constexpr generation of cubes, spheres, icosahedrons subdivisions)
- atlas (1D lines and 2D rectangles cutting)
- jlib submodule (see my jlib repo)
- jrf submodule (see my jrf repo)
- vkw (Vulkan API C++ wrapper)
Modules:
- compute (run compute shaders on gpu)
- graphics (draw models with clustered forward rendering and onscreen text)
- resource manager (load meshes, models, textures, scene data from
files and create related objects in graphics module)

----> INSTALLING:

To download all the parts of this framework it's enough to launch
git clone with recursive flag:

$ git clone —recursive ssh://rocketgit@ssh.rocketgit.com/user/Jackalope/jen

After this look at git tags:

$ git tag

It is recommended to use a tagged version instead of the latest commit,
because the first commit after the tagged one mostly includes incompatible
parts of future changes for the next version.

$ git checkout v0.1.0

----> DEPENDENCIES:

To use JEN as CMake subdirectory and successfully build programs with it
you need to make sure you have all of its dependencies:
- compiler: Clang or GCC, support for C++17. Clang 10+ or GCC 9+ is recommended,
compiling on Windows OS is tricky and requires something like MinGW with MSYS,
there are also some complications to go through to make dependencies work;
- GLFW3 library, supported version is 3.2.1;
- FreeType library, if graphics module will be used;
- Vulkan API headers, and optional validation layers to debug sneaky problems,
you also need Vulkan support in your graphics driver to run compiled programs;
- LibZip can be necessary, if JRF is used to read zip files;
- CMake, for obvious reasons;
- glslangValidator to compile shader for the graphics module.

CMake must be able to find GLFW3, Vulkan and FreeType (for graphics)
with find_package().

----> HOW TO USE IT:

To use JEN, you need to add it as a subdirectory:

add_subdirecroty(${PATH_TO_JEN})

There are several configuration options:
- JEN_MODULE_COMPUTE - turn compute module on for compiling and including;
- JEN_MODULE_GRAPHICS - turn graphics module on ...;
- JEN_MULTITHREADED_DRAW_FRAME - draw_frame function will use thread pool queue
instead of linear executing;
- JEN_MODULE_RESOURCE_MANAGER - resource manager module ON, if graphics is ON;
- JEN_VLK_VALIDATION - enable Vulkan Validation Layers to debug some errors
related to JEN. This will often produce false-positive,
as well as true-positive errors.

Look in CMakeLists.txt at JenExamples repo for details on how to use and
configure JEN automatically:

$ git clone ssh://rocketgit@ssh.rocketgit.com/user/Jackalope/JenExamples

Also I recommend to compile and run examples to make sure it works correctly.

----> SUPPORTED HARDWARE:

JEN has not been tested well, because it requires running it on large amount of
different hardware to do so. It must work with mesa driver and modern
Intel i965 GPUs as well as AMD GPUs.


----> DOCUMENTATION:

You can generate Doxygen documentation, to do so
turn on any of JEN_DOXYGEN_* options and run documentation target in cmake:

$ cmake -G %1 -DJEN_DOXYGEN_HTML=ON -DJEN_DOXYGEN_LATEX=ON
$ cmake —build —target documentation

Resource manager is not documented because it still requires large enhancements.
List of commits:
Subject Hash Author Date (UTC)
Debug pipelines crash fix. 9b0a75d94e30eb7fd45360f7fe10429bf05c243e Jackalope 2020-06-01 04:00:24
Window improvements. scroll_diff and cursor_diff members. Update noclip screen. 8d659590a0fb52e1e24683305a7ee8699bdff6da Jackalope 2020-06-01 01:30:50
Update jlib 0.4.1 Update jrf 0.2.2 d36e5263523a9b0443476b2db8d856e86086af81 Jackalope 2020-05-31 23:58:41
Update jmath 0.1.2. 8d3566336ef87f73318e84cde87bdf841240dcdc Jackalope 2020-05-31 23:57:25
Use scanf instead of fgets for interactive device selection. fd7ff8b61ef1e21852d6c0a15ab0d17d09c5cccc Jackalope 2020-05-31 23:56:34
Include FreeType as system library to prevent warnings. dc92c7f8acdaa90b25cf272f1730d338111780fc Jackalope 2020-05-31 23:54:37
Add glfw required version. 3.3.1 is not working. ee727d7efda88af1e8a227b542f5b79d0ba6f301 Jackalope 2020-05-31 23:53:33
GCC Compatibility. c828a38456627d0383d431165b802f97fd303349 Jackalope 2020-05-29 16:48:24
Solved clang compiler warnings from compute module. b9416237761f8648bbddb7e7ba59e833a7879528 Jackalope 2020-05-28 11:09:55
CMake: two shaders targets, instead of single target per shader. a708650319e44c7b98056f3bc85a896dd65d96f3 Jackalope 2020-05-28 11:06:13
Reduced amount of warnings. 18bf33ca4e0e7f0369f6b5fdc59b81a8420dde8e Jackalope 2020-05-27 15:11:37
Replace jl::rarray with generic structure in shader header file. 1cedb5886becc0f70c19d1c649e96f7eac5e0037 Jackalope 2020-05-27 13:07:31
Embedding shaders in obj library. e877e7a688ee4a899480c12acba55c340622f993 Jackalope 2020-05-27 12:40:34
Update jlib 0.3.0 (refactoring of threads, new thread pool). 1c713a320ced91d0ad5f1606c39f1187871d28e5 Jackalope 2020-05-26 14:44:35
Update graphics after change of "wait for monitor" flag. 29d9b749c803646006b9b0071b54256bd3c08ca8 Jackalope 2020-05-26 14:40:34
reduced number of -Wno* warnings bf3ec94ce3020715e246107a47efc9a8772db382 Jackalope 2020-05-25 01:48:40
Disable "find_package(jlib 0.2.0 REQUIRED)" in jrf b4903e20d9128227163119fe73e32cda5050cb67 Jackalope 2020-05-24 16:40:26
Update jrf-0.2.1 3518adb37045d4e4eb4488c8c07e3f674f5fbac3 Jackalope 2020-05-24 14:33:14
Update jrf-0.2.0 8720e50ca5f692a96ba764cab1a250683c6a0c59 Jackalope 2020-05-24 13:42:55
Update jlib-0.2.0 98c73665c12797a530d12e34dc764e72a8767ad1 Jackalope 2020-05-24 00:32:02
Commit 9b0a75d94e30eb7fd45360f7fe10429bf05c243e - Debug pipelines crash fix.
Author: Jackalope
Author date (UTC): 2020-06-01 04:00
Committer name: Jackalope
Committer date (UTC): 2020-06-01 04:00
Parent(s): 8d659590a0fb52e1e24683305a7ee8699bdff6da
Signing key:
Tree: 5655012aee19741ed0916e4a01aa12b0475588b0
File Lines added Lines deleted
src/graphics/draw_stages/offscreen/offscreen.cpp 1 1
src/graphics/draw_stages/pass_depthcube.cpp 2 1
File src/graphics/draw_stages/offscreen/offscreen.cpp changed (mode: 100644) (index 08ae4ec..f2724ba)
... ... constexpr static const uint32_t SHADER_IDS[] = {
35 35 jen::vk::shader::default_terrain_vert, jen::vk::shader::default_terrain_vert,
36 36 jen::vk::shader::default_terrain_frag, jen::vk::shader::default_terrain_frag,
37 37 jen::vk::shader::debug_normals_vert, jen::vk::shader::debug_normals_vert,
38 jen::vk::shader::debug_normals_frag,
39 38 jen::vk::shader::debug_normals_geom, jen::vk::shader::debug_normals_geom,
39 jen::vk::shader::debug_normals_frag,
40 40 }; };
41 41
42 42 [[nodiscard]] static jen::Result [[nodiscard]] static jen::Result
File src/graphics/draw_stages/pass_depthcube.cpp changed (mode: 100644) (index 434ad6f..bec1f45)
... ... create_pipeline_debug(jen::Device *p_d, vkw::RenderPass rp, vkw::Extent2D ext,
286 286 vkw::PipelineShaderStage::vertex(p_data->shaders[0]), vkw::PipelineShaderStage::vertex(p_data->shaders[0]),
287 287 vkw::PipelineShaderStage::fragment(p_data->shaders[1]) vkw::PipelineShaderStage::fragment(p_data->shaders[1])
288 288 }; };
289 VertexInput vertex_input = {};
289 290 InputAssembly input_assembly = { InputAssembly input_assembly = {
290 291 .topology = vkw::PrimitiveTopology::TRIANGLE_LIST, .topology = vkw::PrimitiveTopology::TRIANGLE_LIST,
291 292 .is_primitiveRestart_enabled = VK_FALSE, .is_primitiveRestart_enabled = VK_FALSE,
 
... ... create_pipeline_debug(jen::Device *p_d, vkw::RenderPass rp, vkw::Extent2D ext,
335 336 .flags = PipelineMask(), .flags = PipelineMask(),
336 337 .stage_count = shaderStages.count(), .stage_count = shaderStages.count(),
337 338 .p_stages = shaderStages.begin(), .p_stages = shaderStages.begin(),
338 .p_vertexInput = {},
339 .p_vertexInput = &vertex_input,
339 340 .p_inputAssembly = &input_assembly, .p_inputAssembly = &input_assembly,
340 341 .p_tessellation = nullptr, .p_tessellation = nullptr,
341 342 .p_viewport = &viewport_info, .p_viewport = &viewport_info,
Hints:
Before first commit, do not forget to setup your git environment:
git config --global user.name "your_name_here"
git config --global user.email "your@email_here"

Clone this repository using HTTP(S):
git clone https://rocketgit.com/user/Jackalope/jen

Clone this repository using ssh (do not forget to upload a key first):
git clone ssh://rocketgit@ssh.rocketgit.com/user/Jackalope/jen

Clone this repository using git:
git clone git://git.rocketgit.com/user/Jackalope/jen

You are allowed to anonymously push to this repository.
This means that your pushed commits will automatically be transformed into a merge request:
... clone the repository ...
... make some changes and some commits ...
git push origin main