651 lines
25 KiB
C++
651 lines
25 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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// Enable this before including any headers as we want inttypes.h to define
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// format macros such as PRId64 that are used in picojson.
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#ifndef __STDC_FORMAT_MACROS
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#define __STDC_FORMAT_MACROS
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#endif
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#include "SampleUtils.h"
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#include "common/Math.h"
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#include "common/Constants.h"
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#include "utils/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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#include <bitset>
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/mat4x4.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#define TINYGLTF_LOADER_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include <tinygltfloader/tiny_gltf_loader.h>
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#include "GLFW/glfw3.h"
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#include "Camera.inl"
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namespace gl {
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enum {
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Triangles = 0x0004,
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UnsignedShort = 0x1403,
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UnsignedInt = 0x1405,
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Float = 0x1406,
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RGBA = 0x1908,
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Nearest = 0x2600,
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Linear = 0x2601,
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NearestMipmapNearest = 0x2700,
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LinearMipmapNearest = 0x2701,
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NearestMipmapLinear = 0x2702,
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LinearMipmapLinear = 0x2703,
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ArrayBuffer = 0x8892,
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ElementArrayBuffer = 0x8893,
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FragmentShader = 0x8B30,
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VertexShader = 0x8B31,
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FloatVec2 = 0x8B50,
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FloatVec3 = 0x8B51,
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FloatVec4 = 0x8B52,
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};
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}
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struct MaterialInfo {
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dawn::RenderPipeline pipeline;
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dawn::BindGroup bindGroup0;
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std::map<uint32_t, std::string> slotSemantics;
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};
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struct u_transform_block {
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glm::mat4 modelViewProj;
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glm::mat4 modelInvTr;
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};
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dawn::Device device;
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dawn::Queue queue;
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dawn::SwapChain swapchain;
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dawn::TextureView depthStencilView;
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dawn::Buffer defaultBuffer;
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std::map<std::string, dawn::Buffer> buffers;
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std::map<std::string, dawn::CommandBuffer> commandBuffers;
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std::map<uint32_t, std::string> slotSemantics = {{0, "POSITION"}, {1, "NORMAL"}, {2, "TEXCOORD_0"}};
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std::map<std::string, dawn::Sampler> samplers;
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std::map<std::string, dawn::TextureView> textures;
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tinygltf::Scene scene;
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glm::mat4 projection = glm::perspective(glm::radians(60.f), 640.f/480, 0.1f, 2000.f);
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Camera camera;
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// Helpers
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namespace {
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std::string getFilePathExtension(const std::string &FileName) {
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if (FileName.find_last_of(".") != std::string::npos) {
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return FileName.substr(FileName.find_last_of(".") + 1);
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}
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return "";
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}
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bool techniqueParameterTypeToVertexFormat(int type, dawn::VertexFormat *format) {
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switch (type) {
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case gl::FloatVec2:
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*format = dawn::VertexFormat::FloatR32G32;
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return true;
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case gl::FloatVec3:
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*format = dawn::VertexFormat::FloatR32G32B32;
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return true;
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case gl::FloatVec4:
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*format = dawn::VertexFormat::FloatR32G32B32A32;
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return true;
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default:
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return false;
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}
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}
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}
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// Initialization
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namespace {
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void initBuffers() {
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defaultBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Index)
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.SetSize(256)
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.GetResult();
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for (const auto& bv : scene.bufferViews) {
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const auto& iBufferViewID = bv.first;
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const auto& iBufferView = bv.second;
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dawn::BufferUsageBit usage = dawn::BufferUsageBit::None;
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switch (iBufferView.target) {
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case gl::ArrayBuffer:
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usage |= dawn::BufferUsageBit::Vertex;
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break;
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case gl::ElementArrayBuffer:
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usage |= dawn::BufferUsageBit::Index;
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break;
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case 0:
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fprintf(stderr, "TODO: buffer view has no target; skipping\n");
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continue;
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default:
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fprintf(stderr, "unsupported buffer view target %d\n", iBufferView.target);
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continue;
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}
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const auto& iBuffer = scene.buffers.at(iBufferView.buffer);
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size_t iBufferViewSize =
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iBufferView.byteLength ? iBufferView.byteLength :
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(iBuffer.data.size() - iBufferView.byteOffset);
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auto oBuffer = utils::CreateBufferFromData(device, &iBuffer.data.at(iBufferView.byteOffset), static_cast<uint32_t>(iBufferViewSize), usage);
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buffers[iBufferViewID] = std::move(oBuffer);
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}
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}
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const MaterialInfo& getMaterial(const std::string& iMaterialID, size_t stridePos, size_t strideNor, size_t strideTxc) {
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static std::map<std::tuple<std::string, size_t, size_t, size_t>, MaterialInfo> materials;
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auto key = make_tuple(iMaterialID, stridePos, strideNor, strideTxc);
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auto materialIterator = materials.find(key);
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if (materialIterator != materials.end()) {
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return materialIterator->second;
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}
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const auto& iMaterial = scene.materials.at(iMaterialID);
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const auto& iTechnique = scene.techniques.at(iMaterial.technique);
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bool hasTexture = false;
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std::string iTextureID;
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{
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auto it = iMaterial.values.find("diffuse");
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if (it != iMaterial.values.end() && !it->second.string_value.empty()) {
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hasTexture = true;
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iTextureID = it->second.string_value;
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}
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}
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auto oVSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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layout(push_constant) uniform u_transform_block {
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mat4 modelViewProj;
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mat4 modelInvTr;
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} u_transform;
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layout(location = 0) in vec4 a_position;
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layout(location = 1) in vec3 a_normal;
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layout(location = 2) in vec2 a_texcoord;
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layout(location = 0) out vec3 v_normal;
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layout(location = 1) out vec2 v_texcoord;
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void main() {
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v_normal = (u_transform.modelInvTr * vec4(normalize(a_normal), 0)).rgb;
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v_texcoord = a_texcoord;
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gl_Position = u_transform.modelViewProj * a_position;
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})");
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auto oFSSourceTextured = R"(
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#version 450
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layout(set = 0, binding = 1) uniform sampler u_samp;
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layout(set = 0, binding = 2) uniform texture2D u_tex;
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layout(location = 0) in vec3 v_normal;
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layout(location = 1) in vec2 v_texcoord;
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layout(location = 0) out vec4 fragcolor;
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void main() {
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const vec3 lightdir = normalize(vec3(-1, -2, 3));
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vec3 normal = normalize(v_normal);
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float diffuse = abs(dot(lightdir, normal));
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float diffamb = diffuse * 0.85 + 0.15;
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vec3 albedo = texture(sampler2D(u_tex, u_samp), v_texcoord).rgb;
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fragcolor = vec4(diffamb * albedo, 1);
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})";
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auto oFSSourceUntextured = R"(
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#version 450
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layout(location = 0) in vec3 v_normal;
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layout(location = 1) in vec2 v_texcoord;
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layout(location = 0) out vec4 fragcolor;
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void main() {
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const vec3 lightdir = normalize(vec3(-1, -2, 3));
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vec3 normal = normalize(v_normal);
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float diffuse = abs(dot(lightdir, normal));
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float diffamb = diffuse * 0.85 + 0.15;
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fragcolor = vec4(vec3(diffamb), 1);
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})";
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auto oFSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, hasTexture ? oFSSourceTextured : oFSSourceUntextured);
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dawn::InputStateBuilder builder = device.CreateInputStateBuilder();
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std::bitset<3> slotsSet;
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for (const auto& a : iTechnique.attributes) {
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const auto iAttributeName = a.first;
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const auto iParameter = iTechnique.parameters.at(a.second);
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dawn::VertexFormat format;
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if (!techniqueParameterTypeToVertexFormat(iParameter.type, &format)) {
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fprintf(stderr, "unsupported technique parameter type %d\n", iParameter.type);
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continue;
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}
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if (iParameter.semantic == "POSITION") {
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builder.SetAttribute(0, 0, format, 0);
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builder.SetInput(0, static_cast<uint32_t>(stridePos), dawn::InputStepMode::Vertex);
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slotsSet.set(0);
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} else if (iParameter.semantic == "NORMAL") {
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builder.SetAttribute(1, 1, format, 0);
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builder.SetInput(1, static_cast<uint32_t>(strideNor), dawn::InputStepMode::Vertex);
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slotsSet.set(1);
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} else if (iParameter.semantic == "TEXCOORD_0") {
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builder.SetAttribute(2, 2, format, 0);
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builder.SetInput(2, static_cast<uint32_t>(strideTxc), dawn::InputStepMode::Vertex);
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slotsSet.set(2);
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} else {
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fprintf(stderr, "unsupported technique attribute semantic %s\n", iParameter.semantic.c_str());
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}
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// TODO: use iAttributeParameter.node?
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}
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for (uint32_t i = 0; i < slotsSet.size(); i++) {
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if (slotsSet[i]) {
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continue;
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}
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builder.SetAttribute(i, i, dawn::VertexFormat::FloatR32G32B32A32, 0);
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builder.SetInput(i, 0, dawn::InputStepMode::Vertex);
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}
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auto inputState = builder.GetResult();
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constexpr dawn::ShaderStageBit kNoStages{};
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dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
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device, {
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{0, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages,
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dawn::BindingType::Sampler},
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{1, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages,
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dawn::BindingType::SampledTexture},
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});
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(dawn::CompareFunction::Less)
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.SetDepthWriteEnabled(true)
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.GetResult();
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auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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auto pipeline = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
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.SetLayout(pipelineLayout)
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.SetStage(dawn::ShaderStage::Vertex, oVSModule, "main")
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.SetStage(dawn::ShaderStage::Fragment, oFSModule, "main")
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.SetIndexFormat(dawn::IndexFormat::Uint16)
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.SetInputState(inputState)
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.SetDepthStencilState(depthStencilState)
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.GetResult();
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auto bindGroupBuilder = device.CreateBindGroupBuilder();
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bindGroupBuilder.SetLayout(bindGroupLayout)
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.SetUsage(dawn::BindGroupUsage::Frozen);
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if (hasTexture) {
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const auto& textureView = textures[iTextureID];
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const auto& iSamplerID = scene.textures[iTextureID].sampler;
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bindGroupBuilder.SetSamplers(0, 1, &samplers[iSamplerID]);
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bindGroupBuilder.SetTextureViews(1, 1, &textureView);
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}
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MaterialInfo material = {
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pipeline.Get(),
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bindGroupBuilder.GetResult(),
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std::map<uint32_t, std::string>(),
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};
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materials[key] = std::move(material);
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return materials.at(key);
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}
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void initSamplers() {
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for (const auto& s : scene.samplers) {
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const auto& iSamplerID = s.first;
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const auto& iSampler = s.second;
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dawn::SamplerDescriptor desc = utils::GetDefaultSamplerDescriptor();
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// TODO: wrap modes
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switch (iSampler.magFilter) {
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case gl::Nearest:
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desc.magFilter = dawn::FilterMode::Nearest;
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break;
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case gl::Linear:
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desc.magFilter = dawn::FilterMode::Linear;
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break;
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default:
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fprintf(stderr, "unsupported magFilter %d\n", iSampler.magFilter);
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break;
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}
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switch (iSampler.minFilter) {
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case gl::Nearest:
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case gl::NearestMipmapNearest:
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case gl::NearestMipmapLinear:
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desc.minFilter = dawn::FilterMode::Nearest;
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break;
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case gl::Linear:
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case gl::LinearMipmapNearest:
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case gl::LinearMipmapLinear:
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desc.minFilter = dawn::FilterMode::Linear;
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break;
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default:
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fprintf(stderr, "unsupported minFilter %d\n", iSampler.magFilter);
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break;
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}
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switch (iSampler.minFilter) {
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case gl::NearestMipmapNearest:
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case gl::LinearMipmapNearest:
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desc.mipmapFilter = dawn::FilterMode::Nearest;
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break;
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case gl::NearestMipmapLinear:
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case gl::LinearMipmapLinear:
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desc.mipmapFilter = dawn::FilterMode::Linear;
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break;
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}
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samplers[iSamplerID] = device.CreateSampler(&desc);
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}
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}
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void initTextures() {
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for (const auto& t : scene.textures) {
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const auto& iTextureID = t.first;
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const auto& iTexture = t.second;
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const auto& iImage = scene.images[iTexture.source];
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dawn::TextureFormat format = dawn::TextureFormat::R8G8B8A8Unorm;
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switch (iTexture.format) {
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case gl::RGBA:
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format = dawn::TextureFormat::R8G8B8A8Unorm;
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break;
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default:
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fprintf(stderr, "unsupported texture format %d\n", iTexture.format);
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continue;
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}
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auto oTexture = device.CreateTextureBuilder()
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.SetDimension(dawn::TextureDimension::e2D)
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.SetExtent(iImage.width, iImage.height, 1)
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.SetFormat(format)
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.SetMipLevels(1)
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.SetAllowedUsage(dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled)
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.GetResult();
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// TODO: release this texture
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const uint8_t* origData = iImage.image.data();
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const uint8_t* data = nullptr;
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std::vector<uint8_t> newData;
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uint32_t width = static_cast<uint32_t>(iImage.width);
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uint32_t height = static_cast<uint32_t>(iImage.height);
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uint32_t rowSize = width * 4;
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uint32_t rowPitch = Align(rowSize, kTextureRowPitchAlignment);
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if (iImage.component == 3 || iImage.component == 4) {
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if (rowSize != rowPitch || iImage.component == 3) {
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newData.resize(rowPitch * height);
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uint32_t pixelsPerRow = rowPitch / 4;
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for (uint32_t y = 0; y < height; ++y) {
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for (uint32_t x = 0; x < width; ++x) {
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size_t oldIndex = x + y * height;
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size_t newIndex = x + y * pixelsPerRow;
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if (iImage.component == 4) {
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newData[4 * newIndex + 0] = origData[4 * oldIndex + 0];
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newData[4 * newIndex + 1] = origData[4 * oldIndex + 1];
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newData[4 * newIndex + 2] = origData[4 * oldIndex + 2];
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newData[4 * newIndex + 3] = origData[4 * oldIndex + 3];
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} else if (iImage.component == 3) {
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newData[4 * newIndex + 0] = origData[3 * oldIndex + 0];
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newData[4 * newIndex + 1] = origData[3 * oldIndex + 1];
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newData[4 * newIndex + 2] = origData[3 * oldIndex + 2];
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newData[4 * newIndex + 3] = 255;
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}
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}
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}
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data = newData.data();
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} else {
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data = origData;
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}
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} else {
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fprintf(stderr, "unsupported image.component %d\n", iImage.component);
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}
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dawn::Buffer staging = utils::CreateBufferFromData(device, data, rowPitch * iImage.height, dawn::BufferUsageBit::TransferSrc);
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auto cmdbuf = device.CreateCommandBufferBuilder()
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.CopyBufferToTexture(staging, 0, rowPitch, oTexture, 0, 0, 0, iImage.width, iImage.height, 1, 0)
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.GetResult();
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queue.Submit(1, &cmdbuf);
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textures[iTextureID] = oTexture.CreateTextureViewBuilder().GetResult();
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}
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}
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void init() {
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device = CreateCppDawnDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 640, 480);
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depthStencilView = CreateDefaultDepthStencilView(device);
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initBuffers();
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initSamplers();
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initTextures();
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}
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}
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// Drawing
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namespace {
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void drawMesh(dawn::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) {
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for (const auto& iPrim : iMesh.primitives) {
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if (iPrim.mode != gl::Triangles) {
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fprintf(stderr, "unsupported primitive mode %d\n", iPrim.mode);
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continue;
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}
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u_transform_block transforms = {
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(projection * camera.view() * model),
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glm::inverseTranspose(model),
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};
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size_t strides[3] = {0};
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for (const auto& s : slotSemantics) {
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if (s.first < 3) {
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auto it = iPrim.attributes.find(s.second);
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if (it == iPrim.attributes.end()) {
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continue;
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}
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const auto& iAccessorName = it->second;
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strides[s.first] = scene.accessors.at(iAccessorName).byteStride;
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}
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}
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const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]);
|
|
cmd.SetRenderPipeline(material.pipeline);
|
|
cmd.SetBindGroup(0, material.bindGroup0);
|
|
cmd.SetPushConstants(dawn::ShaderStageBit::Vertex,
|
|
0, sizeof(u_transform_block) / sizeof(uint32_t),
|
|
reinterpret_cast<const uint32_t*>(&transforms));
|
|
|
|
uint32_t vertexCount = 0;
|
|
for (const auto& s : slotSemantics) {
|
|
uint32_t slot = s.first;
|
|
auto it = iPrim.attributes.find(s.second);
|
|
if (it == iPrim.attributes.end()) {
|
|
uint32_t zero = 0;
|
|
cmd.SetVertexBuffers(slot, 1, &defaultBuffer, &zero);
|
|
continue;
|
|
}
|
|
const auto& iAccessor = scene.accessors.at(it->second);
|
|
if (iAccessor.componentType != gl::Float ||
|
|
(iAccessor.type != TINYGLTF_TYPE_VEC4 && iAccessor.type != TINYGLTF_TYPE_VEC3 && iAccessor.type != TINYGLTF_TYPE_VEC2)) {
|
|
fprintf(stderr, "unsupported vertex accessor component type %d and type %d\n", iAccessor.componentType, iAccessor.type);
|
|
continue;
|
|
}
|
|
|
|
if (vertexCount == 0) {
|
|
vertexCount = static_cast<uint32_t>(iAccessor.count);
|
|
}
|
|
const auto& oBuffer = buffers.at(iAccessor.bufferView);
|
|
uint32_t iBufferOffset = static_cast<uint32_t>(iAccessor.byteOffset);
|
|
cmd.SetVertexBuffers(slot, 1, &oBuffer, &iBufferOffset);
|
|
}
|
|
|
|
if (!iPrim.indices.empty()) {
|
|
const auto& iIndices = scene.accessors.at(iPrim.indices);
|
|
// DrawElements
|
|
if (iIndices.componentType != gl::UnsignedShort || iIndices.type != TINYGLTF_TYPE_SCALAR) {
|
|
fprintf(stderr, "unsupported index accessor component type %d and type %d\n", iIndices.componentType, iIndices.type);
|
|
continue;
|
|
}
|
|
const auto& oIndicesBuffer = buffers.at(iIndices.bufferView);
|
|
cmd.SetIndexBuffer(oIndicesBuffer, static_cast<uint32_t>(iIndices.byteOffset));
|
|
cmd.DrawElements(static_cast<uint32_t>(iIndices.count), 1, 0, 0);
|
|
} else {
|
|
// DrawArrays
|
|
cmd.DrawArrays(vertexCount, 1, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void drawNode(dawn::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) {
|
|
glm::mat4 model;
|
|
if (node.matrix.size() == 16) {
|
|
model = glm::make_mat4(node.matrix.data());
|
|
} else {
|
|
if (node.scale.size() == 3) {
|
|
glm::vec3 scale = glm::make_vec3(node.scale.data());
|
|
model = glm::scale(model, scale);
|
|
}
|
|
if (node.rotation.size() == 4) {
|
|
glm::quat rotation = glm::make_quat(node.rotation.data());
|
|
model = glm::mat4_cast(rotation) * model;
|
|
}
|
|
if (node.translation.size() == 3) {
|
|
glm::vec3 translation = glm::make_vec3(node.translation.data());
|
|
model = glm::translate(model, translation);
|
|
}
|
|
}
|
|
model = parent * model;
|
|
|
|
for (const auto& meshID : node.meshes) {
|
|
drawMesh(cmd, scene.meshes[meshID], model);
|
|
}
|
|
for (const auto& child : node.children) {
|
|
drawNode(cmd, scene.nodes.at(child), model);
|
|
}
|
|
}
|
|
|
|
void frame() {
|
|
dawn::Texture backbuffer;
|
|
dawn::RenderPassDescriptor renderPass;
|
|
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
|
|
|
|
const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene);
|
|
dawn::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder()
|
|
.BeginRenderPass(renderPass)
|
|
.Clone();
|
|
for (const auto& n : defaultSceneNodes) {
|
|
const auto& node = scene.nodes.at(n);
|
|
drawNode(cmd, node);
|
|
}
|
|
auto commands = cmd.EndRenderPass()
|
|
.GetResult();
|
|
queue.Submit(1, &commands);
|
|
|
|
swapchain.Present(backbuffer);
|
|
DoFlush();
|
|
}
|
|
}
|
|
|
|
// Mouse camera control
|
|
namespace {
|
|
bool buttons[GLFW_MOUSE_BUTTON_LAST + 1] = {0};
|
|
|
|
void mouseButtonCallback(GLFWwindow*, int button, int action, int) {
|
|
buttons[button] = (action == GLFW_PRESS);
|
|
}
|
|
|
|
void cursorPosCallback(GLFWwindow*, double mouseX, double mouseY) {
|
|
static double oldX, oldY;
|
|
float dX = static_cast<float>(mouseX - oldX);
|
|
float dY = static_cast<float>(mouseY - oldY);
|
|
oldX = mouseX;
|
|
oldY = mouseY;
|
|
|
|
if (buttons[2] || (buttons[0] && buttons[1])) {
|
|
camera.pan(-dX * 0.002f, dY * 0.002f);
|
|
} else if (buttons[0]) {
|
|
camera.rotate(dX * 0.01f, dY * 0.01f);
|
|
} else if (buttons[1]) {
|
|
camera.zoom(dY * -0.005f);
|
|
}
|
|
}
|
|
|
|
void scrollCallback(GLFWwindow*, double, double yoffset) {
|
|
camera.zoom(static_cast<float>(yoffset) * 0.04f);
|
|
}
|
|
}
|
|
|
|
int main(int argc, const char* argv[]) {
|
|
if (!InitSample(argc, argv)) {
|
|
return 1;
|
|
}
|
|
if (argc < 2) {
|
|
fprintf(stderr, "Usage: %s model.gltf [... Dawn Options]\n", argv[0]);
|
|
return 1;
|
|
}
|
|
|
|
tinygltf::TinyGLTFLoader loader;
|
|
std::string err;
|
|
std::string input_filename(argv[1]);
|
|
std::string ext = getFilePathExtension(input_filename);
|
|
|
|
bool ret = false;
|
|
if (ext.compare("glb") == 0) {
|
|
// assume binary glTF.
|
|
ret = loader.LoadBinaryFromFile(&scene, &err, input_filename.c_str());
|
|
} else {
|
|
// assume ascii glTF.
|
|
ret = loader.LoadASCIIFromFile(&scene, &err, input_filename.c_str());
|
|
}
|
|
if (!err.empty()) {
|
|
fprintf(stderr, "ERR: %s\n", err.c_str());
|
|
}
|
|
if (!ret) {
|
|
fprintf(stderr, "Failed to load .glTF : %s\n", argv[1]);
|
|
exit(-1);
|
|
}
|
|
|
|
init();
|
|
|
|
GLFWwindow* window = GetGLFWWindow();
|
|
glfwSetMouseButtonCallback(window, mouseButtonCallback);
|
|
glfwSetCursorPosCallback(window, cursorPosCallback);
|
|
glfwSetScrollCallback(window, scrollCallback);
|
|
|
|
while (!ShouldQuit()) {
|
|
frame();
|
|
utils::USleep(16000);
|
|
}
|
|
|
|
// TODO release stuff
|
|
}
|