// 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/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.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment, 640, 480); initBuffers(); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( #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); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 layout(location = 2) in vec3 f_col; layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(f_col, 1.0); })"); wgpu::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 layout(location = 2) in vec3 f_col; layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0); })"); 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); auto bgl = utils::MakeBindGroupLayout( device, { {0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}, {1, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer}, }); 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(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); 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); 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); 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) ); cameraBuffer.SetSubData(0, sizeof(CameraData), &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); pass.DrawIndexed(36, 1, 0, 0, 0); pass.SetStencilReference(0x1); pass.SetPipeline(planePipeline); pass.SetBindGroup(0, bindGroup[0]); pass.SetVertexBuffer(0, planeBuffer); pass.DrawIndexed(6, 1, 0, 0, 0); pass.SetPipeline(reflectionPipeline); pass.SetVertexBuffer(0, vertexBuffer); pass.SetBindGroup(0, bindGroup[1]); pass.DrawIndexed(36, 1, 0, 0, 0); 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()) { frame(); utils::USleep(16000); } // TODO release stuff }