rasen
Generate SPIR-V bytecode from an operation graph (heavy WIP)
extern crate petgraph;
extern crate rasen;
use petgraph::Graph;
use rasen::*;
fn main() {
let mut graph = Graph::<Node, ()>::new();
// A vec3 input at location 0
let normal = graph.add_node(Node::Input(0, TypeName::Vec3));
// Some ambient light constants
let min_light = graph.add_node(Node::Constant(TypedValue::Float(0.1)));
let max_light = graph.add_node(Node::Constant(TypedValue::Float(1.0)));
let light_dir = graph.add_node(Node::Constant(TypedValue::Vec3(0.3, -0.5, 0.2)));
// The Material color (also a constant)
let mat_color = graph.add_node(Node::Constant(TypedValue::Vec4(0.25, 0.625, 1.0, 1.0)));
// Some usual function calls
let normalize = graph.add_node(Node::Normalize);
let dot = graph.add_node(Node::Dot);
let clamp = graph.add_node(Node::Clamp);
let multiply = graph.add_node(Node::Multiply);
// And a vec4 output at location 0
let color = graph.add_node(Node::Output(0, TypeName::Vec4));
// Normalize the normal
graph.add_edge(normal, normalize, ());
// Compute the dot product of the surface normal and the light direction
graph.add_edge(normalize, dot, ());
graph.add_edge(light_dir, dot, ());
// Restrict the result into the ambient light range
graph.add_edge(dot, clamp, ());
graph.add_edge(min_light, clamp, ());
graph.add_edge(max_light, clamp, ());
// Multiply the light intensity by the surface color
graph.add_edge(clamp, multiply, ());
graph.add_edge(mat_color, multiply, ());
// Write the result to the output
graph.add_edge(multiply, color, ());
let bytecode = build_program(&graph);
// bytecode is now a Vec<u8> you can pass to Vulkan to create the shader module
}