dawn-cmake/examples/CubeReflection.cpp

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// Copyright 2017 The Dawn Authors
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//
// 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"
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#include "utils/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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dawn::Device device;
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dawn::Buffer indexBuffer;
dawn::Buffer vertexBuffer;
dawn::Buffer planeBuffer;
dawn::Buffer cameraBuffer;
dawn::Buffer transformBuffer[2];
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dawn::BindGroup cameraBindGroup;
dawn::BindGroup bindGroup[2];
dawn::BindGroup cubeTransformBindGroup[2];
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dawn::Queue queue;
dawn::SwapChain swapchain;
dawn::TextureView depthStencilView;
dawn::RenderPipeline pipeline;
dawn::RenderPipeline planePipeline;
dawn::RenderPipeline reflectionPipeline;
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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
};
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indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index);
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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
};
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vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex);
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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,
};
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planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData), dawn::BufferUsageBit::Vertex);
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}
struct CameraData {
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glm::mat4 view;
glm::mat4 proj;
} cameraData;
void init() {
device = CreateCppDawnDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 640, 480);
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initBuffers();
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#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);
})"
);
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
layout(location = 2) in vec3 f_col;
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layout(location = 0) out vec4 fragColor;
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void main() {
fragColor = vec4(f_col, 1.0);
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})");
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dawn::ShaderModule fsReflectionModule =
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
layout(location = 2) in vec3 f_col;
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layout(location = 0) out vec4 fragColor;
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void main() {
fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32, 0)
.SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
.SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex)
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.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {
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{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
{1, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
});
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dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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cameraBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Uniform)
.SetSize(sizeof(CameraData))
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.GetResult();
glm::mat4 transform(1.0);
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transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
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transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
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transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
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dawn::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
.SetExtent(0, sizeof(CameraData))
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.GetResult();
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dawn::BufferView transformBufferView[2] = {
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transformBuffer[0].CreateBufferViewBuilder()
.SetExtent(0, sizeof(glm::mat4))
.GetResult(),
transformBuffer[1].CreateBufferViewBuilder()
.SetExtent(0, sizeof(glm::mat4))
.GetResult(),
};
bindGroup[0] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[0])
.GetResult();
bindGroup[1] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[1])
.GetResult();
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depthStencilView = CreateDefaultDepthStencilView(device);
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(true)
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.GetResult();
pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
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.SetLayout(pl)
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.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.SetIndexFormat(dawn::IndexFormat::Uint32)
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.SetInputState(inputState)
.SetDepthStencilState(depthStencilState)
.GetResult();
auto planeStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(false)
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.SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Always, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace)
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.GetResult();
planePipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
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.SetLayout(pl)
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.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
.SetDepthStencilState(planeStencilState)
.GetResult();
auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(true)
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.SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Equal, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace)
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.GetResult();
reflectionPipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
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.SetLayout(pl)
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.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsReflectionModule, "main")
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.SetInputState(inputState)
.SetDepthStencilState(reflectionStencilState)
.GetResult();
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;
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s.b += 0.01f;
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if (s.b >= 1.0f) {s.b = 0.0f;}
static const uint32_t vertexBufferOffsets[1] = {0};
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),
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glm::vec3(0.0f, -1.0f, 0.0f)
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);
cameraBuffer.SetSubData(0, sizeof(CameraData), reinterpret_cast<uint8_t*>(&cameraData));
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dawn::Texture backbuffer;
dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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dawn::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderPass)
.SetRenderPipeline(pipeline)
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.SetBindGroup(0, bindGroup[0])
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(36, 1, 0, 0)
.SetStencilReference(0x1)
.SetRenderPipeline(planePipeline)
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.SetBindGroup(0, bindGroup[0])
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.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
.DrawElements(6, 1, 0, 0)
.SetRenderPipeline(reflectionPipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetBindGroup(0, bindGroup[1])
.DrawElements(36, 1, 0, 0)
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
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swapchain.Present(backbuffer);
DoFlush();
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}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
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return 1;
}
init();
while (!ShouldQuit()) {
frame();
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utils::USleep(16000);
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}
// TODO release stuff
}