gboisse / gfx

A minimalist and easy to use graphics API.
MIT License
502 stars 36 forks source link

gfx

gfx is a minimalist and easy to use graphics API built on top of Direct3D12/HLSL intended for rapid prototyping.

It supports:

On top of gfx.h, three optional layers are available:

Usage

Include the header corresponding to the desired level of functionality.

In one .cpp file, define #define GFX_IMPLEMENTATION_DEFINE and include said header to include the implementation details.

Motivation

This project was born mostly out of frustration while researching rendering techniques using explicit APIs such as Direct3D12 or Vulkan.

These APIs intend to deliver higher performance for complex workloads on both the CPU and the GPU by giving more responsibility to the developer; unfortunately this is to the detriment of productivity especially during the initial prototyping/research phase due to their high level of complexity.

gfx aims to provide an efficient API that's easy to learn, pleasant to use and quick to get things set up, while offering rapid iterations; it allows to get that "start from scratch" efficiency while still offering access to the basic necessary functionality (low-level access to GPU work scheduling, drawing UI overlays, etc.).

Drawing a triangle

Some example code for drawing a simple colored triangle:

// main.cpp

#define GFX_IMPLEMENTATION_DEFINE
#include "gfx_window.h"

int main()
{
    auto window = gfxCreateWindow(1280, 720);
    auto gfx = gfxCreateContext(window);

    float vertices[] = {  0.5f, -0.5f, 0.0f,
                          0.0f,  0.7f, 0.0f,
                         -0.5f, -0.5f, 0.0f };
    auto vertex_buffer = gfxCreateBuffer(gfx, sizeof(vertices), vertices);

    auto program = gfxCreateProgram(gfx, "triangle");
    auto kernel = gfxCreateGraphicsKernel(gfx, program);

    for (auto time = 0.0f; !gfxWindowIsCloseRequested(window); time += 0.1f)
    {
        gfxWindowPumpEvents(window);

        float color[] = { 0.5f * cosf(time) + 0.5f,
                          0.5f * sinf(time) + 0.5f,
                          1.0f };
        gfxProgramSetParameter(gfx, program, "Color", color);

        gfxCommandBindKernel(gfx, kernel);
        gfxCommandBindVertexBuffer(gfx, vertex_buffer);

        gfxCommandDraw(gfx, 3);

        gfxFrame(gfx);
    }

    gfxDestroyContext(gfx);
    gfxDestroyWindow(window);

    return 0;
}

Here's the corresponding vertex shader:

// triangle.vert

float4 main(float3 pos : Position) : SV_Position
{
    return float4(pos, 1.0f);
}

And pixel shader:

// triangle.frag

float3 Color;

float4 main() : SV_Target
{
    return float4(Color, 1.0f);
}