310 lines
11 KiB
C++
310 lines
11 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/SystemUtils.h"
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#include "utils/WGPUHelpers.h"
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#include <glm/glm.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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#include <vector>
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wgpu::Device device;
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wgpu::Buffer indexBuffer;
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wgpu::Buffer vertexBuffer;
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wgpu::Buffer planeBuffer;
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wgpu::Buffer cameraBuffer;
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wgpu::Buffer transformBuffer[2];
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wgpu::BindGroup cameraBindGroup;
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wgpu::BindGroup bindGroup[2];
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wgpu::BindGroup cubeTransformBindGroup[2];
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wgpu::Queue queue;
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wgpu::SwapChain swapchain;
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wgpu::TextureView depthStencilView;
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wgpu::RenderPipeline pipeline;
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wgpu::RenderPipeline planePipeline;
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wgpu::RenderPipeline reflectionPipeline;
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void initBuffers() {
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static const uint32_t indexData[6 * 6] = {0, 1, 2, 0, 2, 3,
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4, 5, 6, 4, 6, 7,
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8, 9, 10, 8, 10, 11,
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12, 13, 14, 12, 14, 15,
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16, 17, 18, 16, 18, 19,
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20, 21, 22, 20, 22, 23};
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indexBuffer =
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utils::CreateBufferFromData(device, indexData, sizeof(indexData), wgpu::BufferUsage::Index);
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static const float vertexData[6 * 4 * 6] = {
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-1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 1.0, 1.0, 0.0, -1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
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1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 0.0, 1.0, -1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0, 0.0, 1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 1.0, 0.0, -1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
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1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0};
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vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData),
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wgpu::BufferUsage::Vertex);
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static const float planeData[6 * 4] = {
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-2.0, -1.0, -2.0, 0.5, 0.5, 0.5, 2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
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2.0, -1.0, 2.0, 0.5, 0.5, 0.5, -2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
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};
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planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData),
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wgpu::BufferUsage::Vertex);
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}
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struct CameraData {
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glm::mat4 view;
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glm::mat4 proj;
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} cameraData;
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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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initBuffers();
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[block]] struct Camera {
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view : mat4x4<f32>;
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proj : mat4x4<f32>;
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};
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[[group(0), binding(0)]] var<uniform> camera : Camera;
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[[block]] struct Model {
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matrix : mat4x4<f32>;
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};
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[[group(0), binding(1)]] var<uniform> model : Model;
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struct VertexOut {
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[[location(2)]] f_col : vec3<f32>;
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[[builtin(position)]] Position : vec4<f32>;
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};
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[[stage(vertex)]] fn main(
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[[location(0)]] pos : vec3<f32>,
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[[location(1)]] col : vec3<f32>) -> VertexOut {
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var output : VertexOut;
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output.f_col = col;
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output.Position = camera.proj * camera.view * model.matrix * vec4<f32>(pos, 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(
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[[location(2)]] f_col : vec3<f32>) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(f_col, 1.0);
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})");
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wgpu::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main(
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[[location(2)]] f_col : vec3<f32>) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(mix(f_col, vec3<f32>(0.5, 0.5, 0.5), vec3<f32>(0.5, 0.5, 0.5)), 1.0);
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})");
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wgpu::VertexAttribute attributes[2];
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attributes[0].shaderLocation = 0;
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attributes[0].offset = 0;
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attributes[0].format = wgpu::VertexFormat::Float32x3;
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attributes[1].shaderLocation = 1;
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attributes[1].offset = 3 * sizeof(float);
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attributes[1].format = wgpu::VertexFormat::Float32x3;
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wgpu::VertexBufferLayout vertexBufferLayout;
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vertexBufferLayout.attributeCount = 2;
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vertexBufferLayout.attributes = attributes;
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vertexBufferLayout.arrayStride = 6 * sizeof(float);
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
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{1, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform},
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});
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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wgpu::BufferDescriptor cameraBufDesc;
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cameraBufDesc.size = sizeof(CameraData);
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cameraBufDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
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cameraBuffer = device.CreateBuffer(&cameraBufDesc);
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glm::mat4 transform(1.0);
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transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4),
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wgpu::BufferUsage::Uniform);
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transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
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transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4),
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wgpu::BufferUsage::Uniform);
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bindGroup[0] = utils::MakeBindGroup(
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device, bgl,
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{{0, cameraBuffer, 0, sizeof(CameraData)}, {1, transformBuffer[0], 0, sizeof(glm::mat4)}});
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bindGroup[1] = utils::MakeBindGroup(
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device, bgl,
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{{0, cameraBuffer, 0, sizeof(CameraData)}, {1, transformBuffer[1], 0, sizeof(glm::mat4)}});
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depthStencilView = CreateDefaultDepthStencilView(device);
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{
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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descriptor.vertex.buffers = &vertexBufferLayout;
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descriptor.layout = pl;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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wgpu::DepthStencilState* depthStencil =
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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depthStencil->depthWriteEnabled = true;
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depthStencil->depthCompare = wgpu::CompareFunction::Less;
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pipeline = device.CreateRenderPipeline(&descriptor);
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}
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{
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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descriptor.vertex.buffers = &vertexBufferLayout;
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descriptor.layout = pl;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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wgpu::DepthStencilState* depthStencil =
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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depthStencil->stencilFront.passOp = wgpu::StencilOperation::Replace;
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depthStencil->stencilBack.passOp = wgpu::StencilOperation::Replace;
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depthStencil->depthCompare = wgpu::CompareFunction::Less;
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planePipeline = device.CreateRenderPipeline(&descriptor);
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}
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{
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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descriptor.vertex.buffers = &vertexBufferLayout;
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descriptor.layout = pl;
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descriptor.cFragment.module = fsReflectionModule;
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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wgpu::DepthStencilState* depthStencil =
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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depthStencil->stencilFront.compare = wgpu::CompareFunction::Equal;
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depthStencil->stencilBack.compare = wgpu::CompareFunction::Equal;
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depthStencil->stencilFront.passOp = wgpu::StencilOperation::Replace;
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depthStencil->stencilBack.passOp = wgpu::StencilOperation::Replace;
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depthStencil->depthWriteEnabled = true;
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depthStencil->depthCompare = wgpu::CompareFunction::Less;
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reflectionPipeline = device.CreateRenderPipeline(&descriptor);
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}
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cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
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}
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struct {
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uint32_t a;
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float b;
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} s;
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void frame() {
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s.a = (s.a + 1) % 256;
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s.b += 0.01f;
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if (s.b >= 1.0f) {
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s.b = 0.0f;
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}
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cameraData.view = glm::lookAt(glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f,
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8.f * std::cos(glm::radians(s.b * 360.f))),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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queue.WriteBuffer(cameraBuffer, 0, &cameraData, sizeof(CameraData));
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wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
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utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
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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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pass.SetBindGroup(0, bindGroup[0]);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.DrawIndexed(36);
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pass.SetStencilReference(0x1);
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pass.SetPipeline(planePipeline);
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pass.SetBindGroup(0, bindGroup[0]);
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pass.SetVertexBuffer(0, planeBuffer);
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pass.DrawIndexed(6);
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pass.SetPipeline(reflectionPipeline);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.SetBindGroup(0, bindGroup[1]);
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pass.DrawIndexed(36);
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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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}
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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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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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