dawn-cmake/examples/CubeReflection.cpp

312 lines
11 KiB
C++
Raw Normal View History

// Copyright 2017 The Dawn Authors
2017-05-31 00:03:44 +00:00
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "SampleUtils.h"
2017-05-31 00:03:44 +00:00
#include "utils/ComboRenderPipelineDescriptor.h"
2017-07-17 21:13:57 +00:00
#include "utils/SystemUtils.h"
#include "utils/WGPUHelpers.h"
2017-05-31 00:03:44 +00:00
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
2017-05-31 00:03:44 +00:00
wgpu::Device device;
2017-05-31 00:03:44 +00:00
wgpu::Buffer indexBuffer;
wgpu::Buffer vertexBuffer;
wgpu::Buffer planeBuffer;
wgpu::Buffer cameraBuffer;
wgpu::Buffer transformBuffer[2];
2017-05-31 00:03:44 +00:00
wgpu::BindGroup cameraBindGroup;
wgpu::BindGroup bindGroup[2];
wgpu::BindGroup cubeTransformBindGroup[2];
2017-05-31 00:03:44 +00:00
wgpu::Queue queue;
wgpu::SwapChain swapchain;
wgpu::TextureView depthStencilView;
wgpu::RenderPipeline pipeline;
wgpu::RenderPipeline planePipeline;
wgpu::RenderPipeline reflectionPipeline;
2017-05-31 00:03:44 +00:00
void initBuffers() {
static const uint32_t indexData[6*6] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
indexBuffer =
utils::CreateBufferFromData(device, indexData, sizeof(indexData), wgpu::BufferUsage::Index);
2017-05-31 00:03:44 +00:00
static const float vertexData[6 * 4 * 6] = {
-1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
1.0, 1.0, 1.0, 0.0, 1.0, 1.0,
1.0, -1.0, 1.0, 0.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 1.0, 1.0, 1.0
};
vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData),
wgpu::BufferUsage::Vertex);
2017-05-31 00:03:44 +00:00
static const float planeData[6 * 4] = {
-2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
-2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
};
planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData),
wgpu::BufferUsage::Vertex);
2017-05-31 00:03:44 +00:00
}
struct CameraData {
2017-05-31 00:03:44 +00:00
glm::mat4 view;
glm::mat4 proj;
} cameraData;
void init() {
device = CreateCppDawnDevice();
2017-05-31 00:03:44 +00:00
queue = device.GetDefaultQueue();
2017-07-28 01:30:57 +00:00
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment,
640, 480);
2017-05-31 00:03:44 +00:00
initBuffers();
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
2017-05-31 00:03:44 +00:00
#version 450
layout(set = 0, binding = 0) uniform cameraData {
mat4 view;
mat4 proj;
} camera;
layout(set = 0, binding = 1) uniform modelData {
mat4 modelMatrix;
};
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 col;
layout(location = 2) out vec3 f_col;
void main() {
f_col = col;
gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
})");
2017-05-31 00:03:44 +00:00
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
2017-05-31 00:03:44 +00:00
#version 450
layout(location = 2) in vec3 f_col;
2017-08-29 17:37:45 +00:00
layout(location = 0) out vec4 fragColor;
2017-05-31 00:03:44 +00:00
void main() {
fragColor = vec4(f_col, 1.0);
2017-08-29 17:37:45 +00:00
})");
2017-05-31 00:03:44 +00:00
wgpu::ShaderModule fsReflectionModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
2017-05-31 00:03:44 +00:00
#version 450
layout(location = 2) in vec3 f_col;
2017-08-29 17:37:45 +00:00
layout(location = 0) out vec4 fragColor;
2017-05-31 00:03:44 +00:00
void main() {
fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
2017-08-29 17:37:45 +00:00
})");
2017-05-31 00:03:44 +00:00
utils::ComboVertexStateDescriptor vertexState;
vertexState.cVertexBuffers[0].attributeCount = 2;
vertexState.cAttributes[0].format = wgpu::VertexFormat::Float3;
vertexState.cAttributes[1].shaderLocation = 1;
vertexState.cAttributes[1].offset = 3 * sizeof(float);
vertexState.cAttributes[1].format = wgpu::VertexFormat::Float3;
vertexState.vertexBufferCount = 1;
vertexState.cVertexBuffers[0].arrayStride = 6 * sizeof(float);
2017-05-31 00:03:44 +00:00
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer},
});
2017-05-31 00:03:44 +00:00
wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
2017-05-31 00:03:44 +00:00
wgpu::BufferDescriptor cameraBufDesc;
cameraBufDesc.size = sizeof(CameraData);
cameraBufDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
cameraBuffer = device.CreateBuffer(&cameraBufDesc);
2017-05-31 00:03:44 +00:00
glm::mat4 transform(1.0);
transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4),
wgpu::BufferUsage::Uniform);
2017-05-31 00:03:44 +00:00
transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4),
wgpu::BufferUsage::Uniform);
2017-05-31 00:03:44 +00:00
bindGroup[0] = utils::MakeBindGroup(device, bgl, {
{0, cameraBuffer, 0, sizeof(CameraData)},
{1, transformBuffer[0], 0, sizeof(glm::mat4)}
});
bindGroup[1] = utils::MakeBindGroup(device, bgl, {
{0, cameraBuffer, 0, sizeof(CameraData)},
{1, transformBuffer[1], 0, sizeof(glm::mat4)}
});
2017-05-31 00:03:44 +00:00
2017-07-28 01:30:57 +00:00
depthStencilView = CreateDefaultDepthStencilView(device);
2017-05-31 00:03:44 +00:00
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = pl;
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.vertexState = &vertexState;
descriptor.depthStencilState = &descriptor.cDepthStencilState;
descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
descriptor.cDepthStencilState.depthWriteEnabled = true;
descriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Less;
pipeline = device.CreateRenderPipeline(&descriptor);
2017-05-31 00:03:44 +00:00
utils::ComboRenderPipelineDescriptor pDescriptor(device);
pDescriptor.layout = pl;
pDescriptor.vertexStage.module = vsModule;
pDescriptor.cFragmentStage.module = fsModule;
pDescriptor.vertexState = &vertexState;
pDescriptor.depthStencilState = &pDescriptor.cDepthStencilState;
pDescriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
pDescriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
pDescriptor.cDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::Replace;
pDescriptor.cDepthStencilState.stencilBack.passOp = wgpu::StencilOperation::Replace;
pDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Less;
planePipeline = device.CreateRenderPipeline(&pDescriptor);
2017-05-31 00:03:44 +00:00
utils::ComboRenderPipelineDescriptor rfDescriptor(device);
rfDescriptor.layout = pl;
rfDescriptor.vertexStage.module = vsModule;
rfDescriptor.cFragmentStage.module = fsReflectionModule;
rfDescriptor.vertexState = &vertexState;
rfDescriptor.depthStencilState = &rfDescriptor.cDepthStencilState;
rfDescriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
rfDescriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
rfDescriptor.cDepthStencilState.stencilFront.compare = wgpu::CompareFunction::Equal;
rfDescriptor.cDepthStencilState.stencilBack.compare = wgpu::CompareFunction::Equal;
rfDescriptor.cDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::Replace;
rfDescriptor.cDepthStencilState.stencilBack.passOp = wgpu::StencilOperation::Replace;
rfDescriptor.cDepthStencilState.depthWriteEnabled = true;
rfDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Less;
reflectionPipeline = device.CreateRenderPipeline(&rfDescriptor);
2017-05-31 00:03:44 +00:00
cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
}
struct {uint32_t a; float b;} s;
void frame() {
s.a = (s.a + 1) % 256;
2017-07-11 01:44:06 +00:00
s.b += 0.01f;
2017-05-31 00:03:44 +00:00
if (s.b >= 1.0f) {s.b = 0.0f;}
cameraData.view = glm::lookAt(
glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 8.f * std::cos(glm::radians(s.b * 360.f))),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
2017-05-31 00:03:44 +00:00
);
queue.WriteBuffer(cameraBuffer, 0, &cameraData, sizeof(CameraData));
2017-05-31 00:03:44 +00:00
wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
2017-07-28 01:30:57 +00:00
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup[0]);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(indexBuffer);
pass.DrawIndexed(36);
pass.SetStencilReference(0x1);
pass.SetPipeline(planePipeline);
pass.SetBindGroup(0, bindGroup[0]);
pass.SetVertexBuffer(0, planeBuffer);
pass.DrawIndexed(6);
pass.SetPipeline(reflectionPipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetBindGroup(0, bindGroup[1]);
pass.DrawIndexed(36);
pass.EndPass();
}
2017-05-31 00:03:44 +00:00
wgpu::CommandBuffer commands = encoder.Finish();
2017-05-31 00:03:44 +00:00
queue.Submit(1, &commands);
swapchain.Present();
2017-07-28 01:30:57 +00:00
DoFlush();
2017-05-31 00:03:44 +00:00
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
2017-05-31 00:03:44 +00:00
return 1;
}
init();
while (!ShouldQuit()) {
frame();
2017-07-17 21:13:57 +00:00
utils::USleep(16000);
2017-05-31 00:03:44 +00:00
}
// TODO release stuff
}