195 lines
6.1 KiB
C++
195 lines
6.1 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "SampleUtils.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/ScopedAutoreleasePool.h"
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#include "utils/SystemUtils.h"
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#include "utils/WGPUHelpers.h"
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#include <cstdio>
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#include <cstdlib>
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#include <vector>
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wgpu::Device device;
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wgpu::Queue queue;
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wgpu::SwapChain swapchain;
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wgpu::RenderPipeline pipeline;
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wgpu::BindGroup bindGroup;
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wgpu::Buffer ubo;
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float RandomFloat(float min, float max) {
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float zeroOne = rand() / float(RAND_MAX);
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return zeroOne * (max - min) + min;
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}
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constexpr size_t kNumTriangles = 10000;
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struct alignas(kMinDynamicBufferOffsetAlignment) ShaderData {
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float scale;
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float time;
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float offsetX;
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float offsetY;
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float scalar;
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float scalarOffset;
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};
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static std::vector<ShaderData> shaderData;
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void init() {
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device = CreateCppDawnDevice();
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queue = device.GetQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment,
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640, 480);
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[block]] struct Constants {
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scale : f32;
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time : f32;
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offsetX : f32;
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offsetY : f32;
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scalar : f32;
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scalarOffset : f32;
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};
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[[set(0), binding(0)]] var<uniform> c : Constants;
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struct VertexOut {
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[[location(0)]] v_color : vec4<f32>;
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[[builtin(position)]] Position : vec4<f32>;
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};
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[[stage(vertex)]] fn main([[builtin(vertex_idx)]] VertexIndex : u32) -> VertexOut {
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var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
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vec4<f32>( 0.0, 0.1, 0.0, 1.0),
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vec4<f32>(-0.1, -0.1, 0.0, 1.0),
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vec4<f32>( 0.1, -0.1, 0.0, 1.0)
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);
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var colors : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
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vec4<f32>(1.0, 0.0, 0.0, 1.0),
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vec4<f32>(0.0, 1.0, 0.0, 1.0),
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vec4<f32>(0.0, 0.0, 1.0, 1.0)
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);
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var position : vec4<f32> = positions[VertexIndex];
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var color : vec4<f32> = colors[VertexIndex];
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// TODO(dawn:572): Revisit once modf has been reworked in WGSL.
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var fade : f32 = c.scalarOffset + c.time * c.scalar / 10.0;
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fade = fade - floor(fade);
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if (fade < 0.5) {
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fade = fade * 2.0;
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} else {
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fade = (1.0 - fade) * 2.0;
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}
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var xpos : f32 = position.x * c.scale;
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var ypos : f32 = position.y * c.scale;
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let angle : f32 = 3.14159 * 2.0 * fade;
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let xrot : f32 = xpos * cos(angle) - ypos * sin(angle);
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let yrot : f32 = xpos * sin(angle) + ypos * cos(angle);
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xpos = xrot + c.offsetX;
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ypos = yrot + c.offsetY;
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var output : VertexOut;
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output.v_color = vec4<f32>(fade, 1.0 - fade, 0.0, 1.0) + color;
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output.Position = vec4<f32>(xpos, ypos, 0.0, 1.0);
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return output;
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main([[location(0)]] v_color : vec4<f32>)
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-> [[location(0)]] vec4<f32> {
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return v_color;
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})");
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform, true}});
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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pipeline = device.CreateRenderPipeline(&descriptor);
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shaderData.resize(kNumTriangles);
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for (auto& data : shaderData) {
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data.scale = RandomFloat(0.2f, 0.4f);
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data.time = 0.0;
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data.offsetX = RandomFloat(-0.9f, 0.9f);
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data.offsetY = RandomFloat(-0.9f, 0.9f);
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data.scalar = RandomFloat(0.5f, 2.0f);
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data.scalarOffset = RandomFloat(0.0f, 10.0f);
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}
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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = kNumTriangles * sizeof(ShaderData);
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bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
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ubo = device.CreateBuffer(&bufferDesc);
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bindGroup = utils::MakeBindGroup(device, bgl, {{0, ubo, 0, sizeof(ShaderData)}});
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}
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void frame() {
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wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
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static int f = 0;
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f++;
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for (auto& data : shaderData) {
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data.time = f / 60.0f;
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}
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queue.WriteBuffer(ubo, 0, shaderData.data(), kNumTriangles * sizeof(ShaderData));
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utils::ComboRenderPassDescriptor renderPass({backbufferView});
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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for (size_t i = 0; i < kNumTriangles; i++) {
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uint32_t offset = i * sizeof(ShaderData);
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pass.SetBindGroup(0, bindGroup, 1, &offset);
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pass.Draw(3);
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}
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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swapchain.Present();
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DoFlush();
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fprintf(stderr, "frame %i\n", f);
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}
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int main(int argc, const char* argv[]) {
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if (!InitSample(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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utils::ScopedAutoreleasePool pool;
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frame();
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utils::USleep(16000);
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}
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// TODO release stuff
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}
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