// Copyright 2017 The NXT Authors // // 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. // Enable this before including any headers as we want inttypes.h to define // format macros such as PRId64 that are used in picojson. #ifndef __STDC_FORMAT_MACROS #define __STDC_FORMAT_MACROS #endif #include "SampleUtils.h" #include "common/Math.h" #include "common/Constants.h" #include "utils/NXTHelpers.h" #include "utils/SystemUtils.h" #include #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include #include #include #include #define TINYGLTF_LOADER_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION #include #include "GLFW/glfw3.h" #include "Camera.inl" namespace gl { enum { Triangles = 0x0004, UnsignedShort = 0x1403, UnsignedInt = 0x1405, Float = 0x1406, RGBA = 0x1908, Nearest = 0x2600, Linear = 0x2601, NearestMipmapNearest = 0x2700, LinearMipmapNearest = 0x2701, NearestMipmapLinear = 0x2702, LinearMipmapLinear = 0x2703, ArrayBuffer = 0x8892, ElementArrayBuffer = 0x8893, FragmentShader = 0x8B30, VertexShader = 0x8B31, FloatVec2 = 0x8B50, FloatVec3 = 0x8B51, FloatVec4 = 0x8B52, }; } struct MaterialInfo { nxt::Buffer uniformBuffer; nxt::RenderPipeline pipeline; nxt::BindGroup bindGroup0; std::map slotSemantics; }; struct u_transform_block { glm::mat4 modelViewProj; glm::mat4 modelInvTr; }; nxt::Device device; nxt::Queue queue; nxt::SwapChain swapchain; nxt::TextureView depthStencilView; nxt::Buffer defaultBuffer; std::map buffers; std::map commandBuffers; std::map slotSemantics = {{0, "POSITION"}, {1, "NORMAL"}, {2, "TEXCOORD_0"}}; std::map samplers; std::map textures; tinygltf::Scene scene; glm::mat4 projection = glm::perspective(glm::radians(60.f), 640.f/480, 0.1f, 2000.f); Camera camera; // Helpers namespace { std::string getFilePathExtension(const std::string &FileName) { if (FileName.find_last_of(".") != std::string::npos) { return FileName.substr(FileName.find_last_of(".") + 1); } return ""; } bool techniqueParameterTypeToVertexFormat(int type, nxt::VertexFormat *format) { switch (type) { case gl::FloatVec2: *format = nxt::VertexFormat::FloatR32G32; return true; case gl::FloatVec3: *format = nxt::VertexFormat::FloatR32G32B32; return true; case gl::FloatVec4: *format = nxt::VertexFormat::FloatR32G32B32A32; return true; default: return false; } } } // Initialization namespace { void initBuffers() { defaultBuffer = device.CreateBufferBuilder() .SetAllowedUsage(nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Index) .SetSize(256) .GetResult(); defaultBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Index); for (const auto& bv : scene.bufferViews) { const auto& iBufferViewID = bv.first; const auto& iBufferView = bv.second; nxt::BufferUsageBit usage = nxt::BufferUsageBit::None; switch (iBufferView.target) { case gl::ArrayBuffer: usage |= nxt::BufferUsageBit::Vertex; break; case gl::ElementArrayBuffer: usage |= nxt::BufferUsageBit::Index; break; case 0: fprintf(stderr, "TODO: buffer view has no target; skipping\n"); continue; default: fprintf(stderr, "unsupported buffer view target %d\n", iBufferView.target); continue; } const auto& iBuffer = scene.buffers.at(iBufferView.buffer); size_t iBufferViewSize = iBufferView.byteLength ? iBufferView.byteLength : (iBuffer.data.size() - iBufferView.byteOffset); auto oBuffer = utils::CreateFrozenBufferFromData(device, &iBuffer.data.at(iBufferView.byteOffset), static_cast(iBufferViewSize), usage); buffers[iBufferViewID] = std::move(oBuffer); } } const MaterialInfo& getMaterial(const std::string& iMaterialID, size_t stridePos, size_t strideNor, size_t strideTxc) { static std::map, MaterialInfo> materials; auto key = make_tuple(iMaterialID, stridePos, strideNor, strideTxc); auto materialIterator = materials.find(key); if (materialIterator != materials.end()) { return materialIterator->second; } const auto& iMaterial = scene.materials.at(iMaterialID); const auto& iTechnique = scene.techniques.at(iMaterial.technique); bool hasTexture = false; std::string iTextureID; { auto it = iMaterial.values.find("diffuse"); if (it != iMaterial.values.end() && !it->second.string_value.empty()) { hasTexture = true; iTextureID = it->second.string_value; } } auto oVSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( #version 450 layout(set = 0, binding = 0) uniform u_transform_block { mat4 modelViewProj; mat4 modelInvTr; } u_transform; layout(location = 0) in vec4 a_position; layout(location = 1) in vec3 a_normal; layout(location = 2) in vec2 a_texcoord; layout(location = 0) out vec3 v_normal; layout(location = 1) out vec2 v_texcoord; void main() { v_normal = (u_transform.modelInvTr * vec4(normalize(a_normal), 0)).rgb; v_texcoord = a_texcoord; gl_Position = u_transform.modelViewProj * a_position; })"); auto oFSSourceTextured = R"( #version 450 layout(set = 0, binding = 1) uniform sampler u_samp; layout(set = 0, binding = 2) uniform texture2D u_tex; layout(location = 0) in vec3 v_normal; layout(location = 1) in vec2 v_texcoord; layout(location = 0) out vec4 fragcolor; void main() { const vec3 lightdir = normalize(vec3(-1, -2, 3)); vec3 normal = normalize(v_normal); float diffuse = abs(dot(lightdir, normal)); float diffamb = diffuse * 0.85 + 0.15; vec3 albedo = texture(sampler2D(u_tex, u_samp), v_texcoord).rgb; fragcolor = vec4(diffamb * albedo, 1); })"; auto oFSSourceUntextured = R"( #version 450 layout(location = 0) in vec3 v_normal; layout(location = 1) in vec2 v_texcoord; layout(location = 0) out vec4 fragcolor; void main() { const vec3 lightdir = normalize(vec3(-1, -2, 3)); vec3 normal = normalize(v_normal); float diffuse = abs(dot(lightdir, normal)); float diffamb = diffuse * 0.85 + 0.15; fragcolor = vec4(vec3(diffamb), 1); })"; auto oFSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, hasTexture ? oFSSourceTextured : oFSSourceUntextured); nxt::InputStateBuilder builder = device.CreateInputStateBuilder(); std::bitset<3> slotsSet; for (const auto& a : iTechnique.attributes) { const auto iAttributeName = a.first; const auto iParameter = iTechnique.parameters.at(a.second); nxt::VertexFormat format; if (!techniqueParameterTypeToVertexFormat(iParameter.type, &format)) { fprintf(stderr, "unsupported technique parameter type %d\n", iParameter.type); continue; } if (iParameter.semantic == "POSITION") { builder.SetAttribute(0, 0, format, 0); builder.SetInput(0, static_cast(stridePos), nxt::InputStepMode::Vertex); slotsSet.set(0); } else if (iParameter.semantic == "NORMAL") { builder.SetAttribute(1, 1, format, 0); builder.SetInput(1, static_cast(strideNor), nxt::InputStepMode::Vertex); slotsSet.set(1); } else if (iParameter.semantic == "TEXCOORD_0") { builder.SetAttribute(2, 2, format, 0); builder.SetInput(2, static_cast(strideTxc), nxt::InputStepMode::Vertex); slotsSet.set(2); } else { fprintf(stderr, "unsupported technique attribute semantic %s\n", iParameter.semantic.c_str()); } // TODO: use iAttributeParameter.node? } for (uint32_t i = 0; i < slotsSet.size(); i++) { if (slotsSet[i]) { continue; } builder.SetAttribute(i, i, nxt::VertexFormat::FloatR32G32B32A32, 0); builder.SetInput(i, 0, nxt::InputStepMode::Vertex); } auto inputState = builder.GetResult(); auto bindGroupLayoutBuilder = device.CreateBindGroupLayoutBuilder() .SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 1) .Clone(); if (hasTexture) { bindGroupLayoutBuilder .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 1, 1) .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 2, 1); } auto bindGroupLayout = bindGroupLayoutBuilder.GetResult(); auto depthStencilState = device.CreateDepthStencilStateBuilder() .SetDepthCompareFunction(nxt::CompareFunction::Less) .SetDepthWriteEnabled(true) .GetResult(); auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout); auto pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) .SetLayout(pipelineLayout) .SetStage(nxt::ShaderStage::Vertex, oVSModule, "main") .SetStage(nxt::ShaderStage::Fragment, oFSModule, "main") .SetIndexFormat(nxt::IndexFormat::Uint16) .SetInputState(inputState) .SetDepthStencilState(depthStencilState) .GetResult(); auto uniformBuffer = device.CreateBufferBuilder() .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform) .SetInitialUsage(nxt::BufferUsageBit::TransferDst) .SetSize(sizeof(u_transform_block)) .GetResult(); auto uniformView = uniformBuffer.CreateBufferViewBuilder() .SetExtent(0, sizeof(u_transform_block)) .GetResult(); auto bindGroupBuilder = device.CreateBindGroupBuilder(); bindGroupBuilder.SetLayout(bindGroupLayout) .SetUsage(nxt::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &uniformView); if (hasTexture) { const auto& textureView = textures[iTextureID]; const auto& iSamplerID = scene.textures[iTextureID].sampler; bindGroupBuilder.SetSamplers(1, 1, &samplers[iSamplerID]); bindGroupBuilder.SetTextureViews(2, 1, &textureView); } MaterialInfo material = { uniformBuffer.Get(), pipeline.Get(), bindGroupBuilder.GetResult(), std::map(), }; materials[key] = std::move(material); return materials.at(key); } void initSamplers() { for (const auto& s : scene.samplers) { const auto& iSamplerID = s.first; const auto& iSampler = s.second; nxt::SamplerDescriptor desc = utils::GetDefaultSamplerDescriptor(); // TODO: wrap modes switch (iSampler.magFilter) { case gl::Nearest: desc.magFilter = nxt::FilterMode::Nearest; break; case gl::Linear: desc.magFilter = nxt::FilterMode::Linear; break; default: fprintf(stderr, "unsupported magFilter %d\n", iSampler.magFilter); break; } switch (iSampler.minFilter) { case gl::Nearest: case gl::NearestMipmapNearest: case gl::NearestMipmapLinear: desc.minFilter = nxt::FilterMode::Nearest; break; case gl::Linear: case gl::LinearMipmapNearest: case gl::LinearMipmapLinear: desc.minFilter = nxt::FilterMode::Linear; break; default: fprintf(stderr, "unsupported minFilter %d\n", iSampler.magFilter); break; } switch (iSampler.minFilter) { case gl::NearestMipmapNearest: case gl::LinearMipmapNearest: desc.mipmapFilter = nxt::FilterMode::Nearest; break; case gl::NearestMipmapLinear: case gl::LinearMipmapLinear: desc.mipmapFilter = nxt::FilterMode::Linear; break; } samplers[iSamplerID] = device.CreateSampler(&desc); } } void initTextures() { for (const auto& t : scene.textures) { const auto& iTextureID = t.first; const auto& iTexture = t.second; const auto& iImage = scene.images[iTexture.source]; nxt::TextureFormat format = nxt::TextureFormat::R8G8B8A8Unorm; switch (iTexture.format) { case gl::RGBA: format = nxt::TextureFormat::R8G8B8A8Unorm; break; default: fprintf(stderr, "unsupported texture format %d\n", iTexture.format); continue; } auto oTexture = device.CreateTextureBuilder() .SetDimension(nxt::TextureDimension::e2D) .SetExtent(iImage.width, iImage.height, 1) .SetFormat(format) .SetMipLevels(1) .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled) .GetResult(); // TODO: release this texture const uint8_t* origData = iImage.image.data(); const uint8_t* data = nullptr; std::vector newData; uint32_t width = static_cast(iImage.width); uint32_t height = static_cast(iImage.height); uint32_t rowSize = width * 4; uint32_t rowPitch = Align(rowSize, kTextureRowPitchAlignment); if (iImage.component == 3 || iImage.component == 4) { if (rowSize != rowPitch || iImage.component == 3) { newData.resize(rowPitch * height); uint32_t pixelsPerRow = rowPitch / 4; for (uint32_t y = 0; y < height; ++y) { for (uint32_t x = 0; x < width; ++x) { size_t oldIndex = x + y * height; size_t newIndex = x + y * pixelsPerRow; if (iImage.component == 4) { newData[4 * newIndex + 0] = origData[4 * oldIndex + 0]; newData[4 * newIndex + 1] = origData[4 * oldIndex + 1]; newData[4 * newIndex + 2] = origData[4 * oldIndex + 2]; newData[4 * newIndex + 3] = origData[4 * oldIndex + 3]; } else if (iImage.component == 3) { newData[4 * newIndex + 0] = origData[3 * oldIndex + 0]; newData[4 * newIndex + 1] = origData[3 * oldIndex + 1]; newData[4 * newIndex + 2] = origData[3 * oldIndex + 2]; newData[4 * newIndex + 3] = 255; } } } data = newData.data(); } else { data = origData; } } else { fprintf(stderr, "unsupported image.component %d\n", iImage.component); } nxt::Buffer staging = utils::CreateFrozenBufferFromData(device, data, rowPitch * iImage.height, nxt::BufferUsageBit::TransferSrc); auto cmdbuf = device.CreateCommandBufferBuilder() .TransitionTextureUsage(oTexture, nxt::TextureUsageBit::TransferDst) .CopyBufferToTexture(staging, 0, rowPitch, oTexture, 0, 0, 0, iImage.width, iImage.height, 1, 0) .GetResult(); queue.Submit(1, &cmdbuf); oTexture.FreezeUsage(nxt::TextureUsageBit::Sampled); textures[iTextureID] = oTexture.CreateTextureViewBuilder().GetResult(); } } void init() { device = CreateCppNXTDevice(); queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), nxt::TextureUsageBit::OutputAttachment, 640, 480); depthStencilView = CreateDefaultDepthStencilView(device); initBuffers(); initSamplers(); initTextures(); } } // Drawing namespace { void drawMesh(nxt::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) { for (const auto& iPrim : iMesh.primitives) { if (iPrim.mode != gl::Triangles) { fprintf(stderr, "unsupported primitive mode %d\n", iPrim.mode); continue; } u_transform_block transforms = { (projection * camera.view() * model), glm::inverseTranspose(model), }; size_t strides[3] = {0}; for (const auto& s : slotSemantics) { if (s.first < 3) { auto it = iPrim.attributes.find(s.second); if (it == iPrim.attributes.end()) { continue; } const auto& iAccessorName = it->second; strides[s.first] = scene.accessors.at(iAccessorName).byteStride; } } const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]); material.uniformBuffer.TransitionUsage(nxt::BufferUsageBit::TransferDst); // TODO(cwallez@google.com): This is updating the uniform buffer with a device-level command // but the draw is queue level command that is pipelined. This causes bad rendering for models // that use the same part multiple time. material.uniformBuffer.SetSubData(0, sizeof(u_transform_block), reinterpret_cast(&transforms)); cmd.SetRenderPipeline(material.pipeline); cmd.TransitionBufferUsage(material.uniformBuffer, nxt::BufferUsageBit::Uniform); cmd.SetBindGroup(0, material.bindGroup0); uint32_t vertexCount = 0; for (const auto& s : slotSemantics) { uint32_t slot = s.first; auto it = iPrim.attributes.find(s.second); if (it == iPrim.attributes.end()) { uint32_t zero = 0; cmd.SetVertexBuffers(slot, 1, &defaultBuffer, &zero); continue; } const auto& iAccessor = scene.accessors.at(it->second); if (iAccessor.componentType != gl::Float || (iAccessor.type != TINYGLTF_TYPE_VEC4 && iAccessor.type != TINYGLTF_TYPE_VEC3 && iAccessor.type != TINYGLTF_TYPE_VEC2)) { fprintf(stderr, "unsupported vertex accessor component type %d and type %d\n", iAccessor.componentType, iAccessor.type); continue; } if (vertexCount == 0) { vertexCount = static_cast(iAccessor.count); } const auto& oBuffer = buffers.at(iAccessor.bufferView); uint32_t iBufferOffset = static_cast(iAccessor.byteOffset); cmd.SetVertexBuffers(slot, 1, &oBuffer, &iBufferOffset); } if (!iPrim.indices.empty()) { const auto& iIndices = scene.accessors.at(iPrim.indices); // DrawElements if (iIndices.componentType != gl::UnsignedShort || iIndices.type != TINYGLTF_TYPE_SCALAR) { fprintf(stderr, "unsupported index accessor component type %d and type %d\n", iIndices.componentType, iIndices.type); continue; } const auto& oIndicesBuffer = buffers.at(iIndices.bufferView); cmd.SetIndexBuffer(oIndicesBuffer, static_cast(iIndices.byteOffset)); cmd.DrawElements(static_cast(iIndices.count), 1, 0, 0); } else { // DrawArrays cmd.DrawArrays(vertexCount, 1, 0, 0); } } } void drawNode(nxt::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) { glm::mat4 model; if (node.matrix.size() == 16) { model = glm::make_mat4(node.matrix.data()); } else { if (node.scale.size() == 3) { glm::vec3 scale = glm::make_vec3(node.scale.data()); model = glm::scale(model, scale); } if (node.rotation.size() == 4) { glm::quat rotation = glm::make_quat(node.rotation.data()); model = glm::mat4_cast(rotation) * model; } if (node.translation.size() == 3) { glm::vec3 translation = glm::make_vec3(node.translation.data()); model = glm::translate(model, translation); } } model = parent * model; for (const auto& meshID : node.meshes) { drawMesh(cmd, scene.meshes[meshID], model); } for (const auto& child : node.children) { drawNode(cmd, scene.nodes.at(child), model); } } void frame() { nxt::Texture backbuffer; nxt::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene); nxt::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder() .BeginRenderPass(renderPass) .Clone(); for (const auto& n : defaultSceneNodes) { const auto& node = scene.nodes.at(n); drawNode(cmd, node); } auto commands = cmd.EndRenderPass() .GetResult(); queue.Submit(1, &commands); backbuffer.TransitionUsage(nxt::TextureUsageBit::Present); swapchain.Present(backbuffer); DoFlush(); } } // Mouse camera control namespace { bool buttons[GLFW_MOUSE_BUTTON_LAST + 1] = {0}; void mouseButtonCallback(GLFWwindow*, int button, int action, int) { buttons[button] = (action == GLFW_PRESS); } void cursorPosCallback(GLFWwindow*, double mouseX, double mouseY) { static double oldX, oldY; float dX = static_cast(mouseX - oldX); float dY = static_cast(mouseY - oldY); oldX = mouseX; oldY = mouseY; if (buttons[2] || (buttons[0] && buttons[1])) { camera.pan(-dX * 0.002f, dY * 0.002f); } else if (buttons[0]) { camera.rotate(dX * -0.01f, dY * 0.01f); } else if (buttons[1]) { camera.zoom(dY * -0.005f); } } void scrollCallback(GLFWwindow*, double, double yoffset) { camera.zoom(static_cast(yoffset) * 0.04f); } } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } if (argc < 2) { fprintf(stderr, "Usage: %s model.gltf [... NXT Options]\n", argv[0]); return 1; } tinygltf::TinyGLTFLoader loader; std::string err; std::string input_filename(argv[1]); std::string ext = getFilePathExtension(input_filename); bool ret = false; if (ext.compare("glb") == 0) { // assume binary glTF. ret = loader.LoadBinaryFromFile(&scene, &err, input_filename.c_str()); } else { // assume ascii glTF. ret = loader.LoadASCIIFromFile(&scene, &err, input_filename.c_str()); } if (!err.empty()) { fprintf(stderr, "ERR: %s\n", err.c_str()); } if (!ret) { fprintf(stderr, "Failed to load .glTF : %s\n", argv[1]); exit(-1); } init(); GLFWwindow* window = GetGLFWWindow(); glfwSetMouseButtonCallback(window, mouseButtonCallback); glfwSetCursorPosCallback(window, cursorPosCallback); glfwSetScrollCallback(window, scrollCallback); while (!ShouldQuit()) { frame(); utils::USleep(16000); } // TODO release stuff }