// Copyright 2017 The Dawn 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. #include "SampleUtils.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/ScopedAutoreleasePool.h" #include "utils/SystemUtils.h" #include "utils/WGPUHelpers.h" #include #include #include #include wgpu::Device device; wgpu::Buffer indexBuffer; wgpu::Buffer vertexBuffer; wgpu::Buffer planeBuffer; wgpu::Buffer cameraBuffer; wgpu::Buffer transformBuffer[2]; wgpu::BindGroup cameraBindGroup; wgpu::BindGroup bindGroup[2]; wgpu::BindGroup cubeTransformBindGroup[2]; wgpu::Queue queue; wgpu::SwapChain swapchain; wgpu::TextureView depthStencilView; wgpu::RenderPipeline pipeline; wgpu::RenderPipeline planePipeline; wgpu::RenderPipeline reflectionPipeline; 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); 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); 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); } struct CameraData { glm::mat4 view; glm::mat4 proj; } cameraData; void init() { device = CreateCppDawnDevice(); queue = device.GetQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment, 640, 480); initBuffers(); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[block]] struct Camera { view : mat4x4; proj : mat4x4; }; [[group(0), binding(0)]] var camera : Camera; [[block]] struct Model { matrix : mat4x4; }; [[group(0), binding(1)]] var model : Model; struct VertexOut { [[location(2)]] f_col : vec3; [[builtin(position)]] Position : vec4; }; [[stage(vertex)]] fn main( [[location(0)]] pos : vec3, [[location(1)]] col : vec3) -> VertexOut { var output : VertexOut; output.f_col = col; output.Position = camera.proj * camera.view * model.matrix * vec4(pos, 1.0); return output; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main( [[location(2)]] f_col : vec3) -> [[location(0)]] vec4 { return vec4(f_col, 1.0); })"); wgpu::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main( [[location(2)]] f_col : vec3) -> [[location(0)]] vec4 { return vec4(mix(f_col, vec3(0.5, 0.5, 0.5), vec3(0.5, 0.5, 0.5)), 1.0); })"); wgpu::VertexAttribute attributes[2]; attributes[0].shaderLocation = 0; attributes[0].offset = 0; attributes[0].format = wgpu::VertexFormat::Float32x3; attributes[1].shaderLocation = 1; attributes[1].offset = 3 * sizeof(float); attributes[1].format = wgpu::VertexFormat::Float32x3; wgpu::VertexBufferLayout vertexBufferLayout; vertexBufferLayout.attributeCount = 2; vertexBufferLayout.attributes = attributes; vertexBufferLayout.arrayStride = 6 * sizeof(float); auto bgl = utils::MakeBindGroupLayout( device, { {0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}, {1, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}, }); wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); wgpu::BufferDescriptor cameraBufDesc; cameraBufDesc.size = sizeof(CameraData); cameraBufDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; cameraBuffer = device.CreateBuffer(&cameraBufDesc); glm::mat4 transform(1.0); transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), wgpu::BufferUsage::Uniform); transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f)); transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), wgpu::BufferUsage::Uniform); 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)}}); depthStencilView = CreateDefaultDepthStencilView(device); { utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.vertex.bufferCount = 1; descriptor.vertex.buffers = &vertexBufferLayout; descriptor.layout = pl; descriptor.cFragment.module = fsModule; descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); depthStencil->depthWriteEnabled = true; depthStencil->depthCompare = wgpu::CompareFunction::Less; pipeline = device.CreateRenderPipeline(&descriptor); } { utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.vertex.bufferCount = 1; descriptor.vertex.buffers = &vertexBufferLayout; descriptor.layout = pl; descriptor.cFragment.module = fsModule; descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); depthStencil->stencilFront.passOp = wgpu::StencilOperation::Replace; depthStencil->stencilBack.passOp = wgpu::StencilOperation::Replace; depthStencil->depthCompare = wgpu::CompareFunction::Less; planePipeline = device.CreateRenderPipeline(&descriptor); } { utils::ComboRenderPipelineDescriptor descriptor; descriptor.vertex.module = vsModule; descriptor.vertex.bufferCount = 1; descriptor.vertex.buffers = &vertexBufferLayout; descriptor.layout = pl; descriptor.cFragment.module = fsReflectionModule; descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); wgpu::DepthStencilState* depthStencil = descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); depthStencil->stencilFront.compare = wgpu::CompareFunction::Equal; depthStencil->stencilBack.compare = wgpu::CompareFunction::Equal; depthStencil->stencilFront.passOp = wgpu::StencilOperation::Replace; depthStencil->stencilBack.passOp = wgpu::StencilOperation::Replace; depthStencil->depthWriteEnabled = true; depthStencil->depthCompare = wgpu::CompareFunction::Less; reflectionPipeline = device.CreateRenderPipeline(&descriptor); } 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; s.b += 0.01f; 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)); queue.WriteBuffer(cameraBuffer, 0, &cameraData, sizeof(CameraData)); wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView); 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, wgpu::IndexFormat::Uint32); 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(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); swapchain.Present(); DoFlush(); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { utils::ScopedAutoreleasePool pool; frame(); utils::USleep(16000); } // TODO release stuff }