308 lines
11 KiB
C++
308 lines
11 KiB
C++
// 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/DawnHelpers.h"
|
|
#include "utils/SystemUtils.h"
|
|
|
|
#include <vector>
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
dawn::Device device;
|
|
|
|
dawn::Buffer indexBuffer;
|
|
dawn::Buffer vertexBuffer;
|
|
dawn::Buffer planeBuffer;
|
|
dawn::Buffer cameraBuffer;
|
|
dawn::Buffer transformBuffer[2];
|
|
|
|
dawn::BindGroup cameraBindGroup;
|
|
dawn::BindGroup bindGroup[2];
|
|
dawn::BindGroup cubeTransformBindGroup[2];
|
|
|
|
dawn::Queue queue;
|
|
dawn::SwapChain swapchain;
|
|
dawn::TextureView depthStencilView;
|
|
dawn::RenderPipeline pipeline;
|
|
dawn::RenderPipeline planePipeline;
|
|
dawn::RenderPipeline reflectionPipeline;
|
|
|
|
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::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::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::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::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::CreateBufferFromData(device, planeData, sizeof(planeData), dawn::BufferUsageBit::Vertex);
|
|
}
|
|
|
|
struct CameraData {
|
|
glm::mat4 view;
|
|
glm::mat4 proj;
|
|
} cameraData;
|
|
|
|
void init() {
|
|
device = CreateCppDawnDevice();
|
|
|
|
queue = device.CreateQueue();
|
|
swapchain = GetSwapChain(device);
|
|
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
|
|
dawn::TextureUsageBit::OutputAttachment, 640, 480);
|
|
|
|
initBuffers();
|
|
|
|
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::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);
|
|
})"
|
|
);
|
|
|
|
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
|
#version 450
|
|
layout(location = 2) in vec3 f_col;
|
|
layout(location = 0) out vec4 fragColor;
|
|
void main() {
|
|
fragColor = vec4(f_col, 1.0);
|
|
})");
|
|
|
|
dawn::ShaderModule fsReflectionModule =
|
|
utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
|
|
#version 450
|
|
layout(location = 2) in vec3 f_col;
|
|
layout(location = 0) out vec4 fragColor;
|
|
void main() {
|
|
fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
|
|
})");
|
|
|
|
utils::ComboVertexInputDescriptor vertexInput;
|
|
vertexInput.numAttributes = 2;
|
|
vertexInput.cAttributes[0].format = dawn::VertexFormat::Float3;
|
|
vertexInput.cAttributes[1].shaderLocation = 1;
|
|
vertexInput.cAttributes[1].offset = 3 * sizeof(float);
|
|
vertexInput.cAttributes[1].format = dawn::VertexFormat::Float3;
|
|
|
|
vertexInput.numBuffers = 1;
|
|
vertexInput.cBuffers[0].stride = 6 * sizeof(float);
|
|
|
|
auto bgl = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
|
|
{1, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
|
|
});
|
|
|
|
dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
|
|
|
|
dawn::BufferDescriptor cameraBufDesc;
|
|
cameraBufDesc.size = sizeof(CameraData);
|
|
cameraBufDesc.usage = dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Uniform;
|
|
cameraBuffer = device.CreateBuffer(&cameraBufDesc);
|
|
|
|
glm::mat4 transform(1.0);
|
|
transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
|
|
|
|
transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
|
|
transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
|
|
|
|
bindGroup[0] = utils::MakeBindGroup(device, bgl, {
|
|
{0, cameraBuffer, 0, sizeof(CameraData)},
|
|
{1, transformBuffer[0], 0, sizeof(glm::mat4)}
|
|
});
|
|
|
|
bindGroup[1] = utils::MakeBindGroup(device, bgl, {
|
|
{0, cameraBuffer, 0, sizeof(CameraData)},
|
|
{1, transformBuffer[1], 0, sizeof(glm::mat4)}
|
|
});
|
|
|
|
depthStencilView = CreateDefaultDepthStencilView(device);
|
|
|
|
utils::ComboRenderPipelineDescriptor descriptor(device);
|
|
descriptor.layout = pl;
|
|
descriptor.cVertexStage.module = vsModule;
|
|
descriptor.cFragmentStage.module = fsModule;
|
|
descriptor.vertexInput = &vertexInput;
|
|
descriptor.depthStencilState = &descriptor.cDepthStencilState;
|
|
descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
|
|
descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
|
|
descriptor.cDepthStencilState.depthWriteEnabled = true;
|
|
descriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
|
|
|
|
pipeline = device.CreateRenderPipeline(&descriptor);
|
|
|
|
utils::ComboRenderPipelineDescriptor pDescriptor(device);
|
|
pDescriptor.layout = pl;
|
|
pDescriptor.cVertexStage.module = vsModule;
|
|
pDescriptor.cFragmentStage.module = fsModule;
|
|
pDescriptor.vertexInput = &vertexInput;
|
|
pDescriptor.depthStencilState = &pDescriptor.cDepthStencilState;
|
|
pDescriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
|
|
pDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
|
|
pDescriptor.cDepthStencilState.stencilFront.passOp = dawn::StencilOperation::Replace;
|
|
pDescriptor.cDepthStencilState.stencilBack.passOp = dawn::StencilOperation::Replace;
|
|
pDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
|
|
|
|
planePipeline = device.CreateRenderPipeline(&pDescriptor);
|
|
|
|
utils::ComboRenderPipelineDescriptor rfDescriptor(device);
|
|
rfDescriptor.layout = pl;
|
|
rfDescriptor.cVertexStage.module = vsModule;
|
|
rfDescriptor.cFragmentStage.module = fsReflectionModule;
|
|
rfDescriptor.vertexInput = &vertexInput;
|
|
rfDescriptor.depthStencilState = &rfDescriptor.cDepthStencilState;
|
|
rfDescriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
|
|
rfDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
|
|
rfDescriptor.cDepthStencilState.stencilFront.compare = dawn::CompareFunction::Equal;
|
|
rfDescriptor.cDepthStencilState.stencilBack.compare = dawn::CompareFunction::Equal;
|
|
rfDescriptor.cDepthStencilState.stencilFront.passOp = dawn::StencilOperation::Replace;
|
|
rfDescriptor.cDepthStencilState.stencilBack.passOp = dawn::StencilOperation::Replace;
|
|
rfDescriptor.cDepthStencilState.depthWriteEnabled = true;
|
|
rfDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
|
|
|
|
reflectionPipeline = device.CreateRenderPipeline(&rfDescriptor);
|
|
|
|
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 uint64_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.SetSubData(0, sizeof(CameraData), reinterpret_cast<uint8_t*>(&cameraData));
|
|
|
|
dawn::Texture backbuffer = swapchain.GetNextTexture();
|
|
utils::ComboRenderPassDescriptor renderPass({backbuffer.CreateDefaultView()},
|
|
depthStencilView);
|
|
|
|
dawn::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
{
|
|
dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(pipeline);
|
|
pass.SetBindGroup(0, bindGroup[0], 0, nullptr);
|
|
pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
|
|
pass.SetIndexBuffer(indexBuffer, 0);
|
|
pass.DrawIndexed(36, 1, 0, 0, 0);
|
|
|
|
pass.SetStencilReference(0x1);
|
|
pass.SetPipeline(planePipeline);
|
|
pass.SetBindGroup(0, bindGroup[0], 0, nullptr);
|
|
pass.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets);
|
|
pass.DrawIndexed(6, 1, 0, 0, 0);
|
|
|
|
pass.SetPipeline(reflectionPipeline);
|
|
pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
|
|
pass.SetBindGroup(0, bindGroup[1], 0, nullptr);
|
|
pass.DrawIndexed(36, 1, 0, 0, 0);
|
|
|
|
pass.EndPass();
|
|
}
|
|
|
|
dawn::CommandBuffer commands = encoder.Finish();
|
|
queue.Submit(1, &commands);
|
|
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
|
|
}
|