164 lines
4.4 KiB
C++
164 lines
4.4 KiB
C++
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "Utils.h"
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#include <cstdlib>
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#include <cstdio>
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#include <unistd.h>
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#include <vector>
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nxt::Device device;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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float RandomFloat(float min, float max) {
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float zeroOne = rand() / float(RAND_MAX);
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return zeroOne * (max - min) + min;
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}
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struct ShaderData {
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float scale;
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float time;
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float offsetX;
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float offsetY;
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float scalar;
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float scalarOffset;
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};
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static std::vector<ShaderData> shaderData;
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void init() {
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nxtProcTable procs;
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GetProcTableAndDevice(&procs, &device);
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nxtSetProcs(&procs);
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queue = device.CreateQueueBuilder().GetResult();
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nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(push_constant) uniform ConstantsBlock {
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float scale;
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float time;
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float offsetX;
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float offsetY;
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float scalar;
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float scalarOffset;
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} c;
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out vec4 v_color;
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const vec4 positions[3] = vec4[3](
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vec4( 0.0f, 0.1f, 0.0f, 1.0f),
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vec4(-0.1f, -0.1f, 0.0f, 1.0f),
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vec4( 0.1f, -0.1f, 0.0f, 1.0f)
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);
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const vec4 colors[3] = vec4[3](
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vec4(1.0f, 0.0f, 0.0f, 1.0f),
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vec4(0.0f, 1.0f, 0.0f, 1.0f),
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vec4(0.0f, 0.0f, 1.0f, 1.0f)
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);
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void main() {
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vec4 position = positions[gl_VertexIndex];
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vec4 color = colors[gl_VertexIndex];
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float fade = mod(c.scalarOffset + c.time * c.scalar / 10.0, 1.0);
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if (fade < 0.5) {
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fade = fade * 2.0;
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} else {
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fade = (1.0 - fade) * 2.0;
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}
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float xpos = position.x * c.scale;
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float ypos = position.y * c.scale;
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float angle = 3.14159 * 2.0 * fade;
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float xrot = xpos * cos(angle) - ypos * sin(angle);
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float yrot = xpos * sin(angle) + ypos * cos(angle);
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xpos = xrot + c.offsetX;
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ypos = yrot + c.offsetY;
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v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color;
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gl_Position = vec4(xpos, ypos, 0.0, 1.0);
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})"
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);
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nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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in vec4 v_color;
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void main() {
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fragColor = v_color;
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})"
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);
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pipeline = device.CreatePipelineBuilder()
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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shaderData.resize(10000);
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for (auto& data : shaderData) {
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data.scale = RandomFloat(0.2, 0.4);
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data.time = 0.0;
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data.offsetX = RandomFloat(-0.9, 0.9);
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data.offsetY = RandomFloat(-0.9, 0.9);
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data.scalar = RandomFloat(0.5, 2.0);
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data.scalarOffset = RandomFloat(0.0, 10.0);
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}
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}
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void frame() {
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static int f = 0;
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f++;
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size_t i = 0;
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std::vector<nxt::CommandBuffer> commands(50);
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for (int j = 0; j < 50; j++) {
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nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
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.SetPipeline(pipeline)
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.Clone();
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for (int k = 0; k < 200; k++) {
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shaderData[i].time = f / 60.0f;
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builder.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
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.DrawArrays(3, 1, 0, 0);
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i++;
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}
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commands[j] = builder.GetResult();
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}
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queue.Submit(50, commands.data());
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SwapBuffers();
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fprintf(stderr, "frame %i\n", f);
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}
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int main(int argc, const char* argv[]) {
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if (!InitUtils(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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frame();
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usleep(16000);
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}
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// TODO release stuff
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}
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