// 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 wgpu::Device device; wgpu::Queue queue; wgpu::SwapChain swapchain; wgpu::RenderPipeline pipeline; wgpu::BindGroup bindGroup; wgpu::Buffer ubo; float RandomFloat(float min, float max) { float zeroOne = rand() / float(RAND_MAX); return zeroOne * (max - min) + min; } constexpr size_t kNumTriangles = 10000; struct alignas(kMinDynamicBufferOffsetAlignment) ShaderData { float scale; float time; float offsetX; float offsetY; float scalar; float scalarOffset; }; static std::vector shaderData; void init() { device = CreateCppDawnDevice(); queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment, 640, 480); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( #version 450 layout(std140, set = 0, binding = 0) uniform Constants { float scale; float time; float offsetX; float offsetY; float scalar; float scalarOffset; } c; layout(location = 0) out vec4 v_color; const vec4 positions[3] = vec4[3]( vec4( 0.0f, 0.1f, 0.0f, 1.0f), vec4(-0.1f, -0.1f, 0.0f, 1.0f), vec4( 0.1f, -0.1f, 0.0f, 1.0f) ); const vec4 colors[3] = vec4[3]( vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f) ); void main() { vec4 position = positions[gl_VertexIndex]; vec4 color = colors[gl_VertexIndex]; float fade = mod(c.scalarOffset + c.time * c.scalar / 10.0, 1.0); if (fade < 0.5) { fade = fade * 2.0; } else { fade = (1.0 - fade) * 2.0; } float xpos = position.x * c.scale; float ypos = position.y * c.scale; float angle = 3.14159 * 2.0 * fade; float xrot = xpos * cos(angle) - ypos * sin(angle); float yrot = xpos * sin(angle) + ypos * cos(angle); xpos = xrot + c.offsetX; ypos = yrot + c.offsetY; v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color; gl_Position = vec4(xpos, ypos, 0.0, 1.0); })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; layout(location = 0) in vec4 v_color; void main() { fragColor = v_color; })"); wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer, true}}); utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); descriptor.vertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat(); pipeline = device.CreateRenderPipeline(&descriptor); shaderData.resize(kNumTriangles); for (auto& data : shaderData) { data.scale = RandomFloat(0.2f, 0.4f); data.time = 0.0; data.offsetX = RandomFloat(-0.9f, 0.9f); data.offsetY = RandomFloat(-0.9f, 0.9f); data.scalar = RandomFloat(0.5f, 2.0f); data.scalarOffset = RandomFloat(0.0f, 10.0f); } wgpu::BufferDescriptor bufferDesc; bufferDesc.size = kNumTriangles * sizeof(ShaderData); bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; ubo = device.CreateBuffer(&bufferDesc); bindGroup = utils::MakeBindGroup(device, bgl, {{0, ubo, 0, sizeof(ShaderData)}}); } void frame() { wgpu::Texture backbuffer = swapchain.GetNextTexture(); static int f = 0; f++; for (auto& data : shaderData) { data.time = f / 60.0f; } ubo.SetSubData(0, kNumTriangles * sizeof(ShaderData), shaderData.data()); utils::ComboRenderPassDescriptor renderPass({backbuffer.CreateView()}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline); for (size_t i = 0; i < kNumTriangles; i++) { uint32_t offset = i * sizeof(ShaderData); pass.SetBindGroup(0, bindGroup, 1, &offset); pass.Draw(3, 1, 0, 0); } pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); swapchain.Present(backbuffer); DoFlush(); fprintf(stderr, "frame %i\n", f); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { frame(); utils::USleep(16000); } // TODO release stuff }