dawn-cmake/examples/HelloDepthStencil.cpp

326 lines
11 KiB
C++

// 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 <vector>
#include <glm/glm/glm.hpp>
#include <glm/glm/gtc/matrix_transform.hpp>
#include <glm/glm/gtc/type_ptr.hpp>
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(GetPreferredSwapChainTextureFormat(),
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;
layout(location = 0) 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;
layout(location = 0) 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")
.SetIndexFormat(nxt::IndexFormat::Uint32)
.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), reinterpret_cast<uint8_t*>(&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)
.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
}