// 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. #include "SampleUtils.h" #include "utils/NXTHelpers.h" #include "utils/SystemUtils.h" #include #include #include #include nxt::Device device; nxt::Buffer indexBuffer; nxt::Buffer vertexBuffer; nxt::Buffer planeBuffer; nxt::Buffer cameraBuffer; nxt::Buffer transformBuffer[2]; nxt::BindGroup cameraBindGroup; nxt::BindGroup bindGroup[2]; nxt::BindGroup cubeTransformBindGroup[2]; nxt::Queue queue; nxt::SwapChain swapchain; nxt::TextureView depthStencilView; nxt::RenderPipeline pipeline; nxt::RenderPipeline planePipeline; nxt::RenderPipeline reflectionPipeline; nxt::RenderPass renderpass; 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::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::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::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::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::CreateFrozenBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex); } struct CameraData { glm::mat4 view; glm::mat4 proj; } cameraData; void init() { device = CreateCppNXTDevice(); queue = device.CreateQueueBuilder().GetResult(); swapchain = GetSwapChain(device); swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, nxt::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::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); })" ); nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( #version 450 layout(location = 2) in vec3 f_col; out vec4 fragColor; void main() { fragColor = vec4(f_col, 1.0); })" ); nxt::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( #version 450 layout(location = 2) in vec3 f_col; out vec4 fragColor; void main() { fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0); })" ); auto inputState = device.CreateInputStateBuilder() .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0) .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float)) .SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex) .GetResult(); nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() .SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2) .GetResult(); nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() .SetBindGroupLayout(0, bgl) .GetResult(); cameraBuffer = device.CreateBufferBuilder() .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform) .SetInitialUsage(nxt::BufferUsageBit::TransferDst) .SetSize(sizeof(CameraData)) .GetResult(); glm::mat4 transform(1.0); transformBuffer[0] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform); transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f)); transformBuffer[1] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform); nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder() .SetExtent(0, sizeof(CameraData)) .GetResult(); nxt::BufferView transformBufferView[2] = { transformBuffer[0].CreateBufferViewBuilder() .SetExtent(0, sizeof(glm::mat4)) .GetResult(), transformBuffer[1].CreateBufferViewBuilder() .SetExtent(0, sizeof(glm::mat4)) .GetResult(), }; bindGroup[0] = device.CreateBindGroupBuilder() .SetLayout(bgl) .SetUsage(nxt::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &cameraBufferView) .SetBufferViews(1, 1, &transformBufferView[0]) .GetResult(); bindGroup[1] = device.CreateBindGroupBuilder() .SetLayout(bgl) .SetUsage(nxt::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &cameraBufferView) .SetBufferViews(1, 1, &transformBufferView[1]) .GetResult(); renderpass = CreateDefaultRenderPass(device); depthStencilView = CreateDefaultDepthStencilView(device); auto depthStencilState = device.CreateDepthStencilStateBuilder() .SetDepthCompareFunction(nxt::CompareFunction::Less) .SetDepthWriteEnabled(true) .GetResult(); pipeline = device.CreateRenderPipelineBuilder() .SetSubpass(renderpass, 0) .SetLayout(pl) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .SetDepthStencilState(depthStencilState) .GetResult(); auto planeStencilState = device.CreateDepthStencilStateBuilder() .SetDepthCompareFunction(nxt::CompareFunction::Less) .SetDepthWriteEnabled(false) .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Always, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) .GetResult(); planePipeline = device.CreateRenderPipelineBuilder() .SetSubpass(renderpass, 0) .SetLayout(pl) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .SetDepthStencilState(planeStencilState) .GetResult(); auto reflectionStencilState = device.CreateDepthStencilStateBuilder() .SetDepthCompareFunction(nxt::CompareFunction::Less) .SetDepthWriteEnabled(true) .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Equal, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) .GetResult(); reflectionPipeline = device.CreateRenderPipelineBuilder() .SetSubpass(renderpass, 0) .SetLayout(pl) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main") .SetInputState(inputState) .SetDepthStencilState(reflectionStencilState) .GetResult(); 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;} static const uint32_t vertexBufferOffsets[1] = {0}; 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.TransitionUsage(nxt::BufferUsageBit::TransferDst); cameraBuffer.SetSubData(0, sizeof(CameraData) / sizeof(uint32_t), reinterpret_cast(&cameraData)); nxt::Texture backbuffer; nxt::Framebuffer framebuffer; GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer); nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetRenderPipeline(pipeline) .TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform) .SetBindGroup(0, bindGroup[0]) .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) .SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32) .DrawElements(36, 1, 0, 0) .SetStencilReference(0x1) .SetRenderPipeline(planePipeline) .SetBindGroup(0, bindGroup[0]) .SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets) .DrawElements(6, 1, 0, 0) .SetRenderPipeline(reflectionPipeline) .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) .SetBindGroup(0, bindGroup[1]) .DrawElements(36, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); backbuffer.TransitionUsage(nxt::TextureUsageBit::Present); swapchain.Present(backbuffer); DoFlush(); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { frame(); utils::USleep(16000); } // TODO release stuff }