326 lines
11 KiB
C++
326 lines
11 KiB
C++
// Copyright 2017 The NXT 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/NXTHelpers.h"
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#include "utils/SystemUtils.h"
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#include <vector>
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#include <glm/glm/glm.hpp>
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#include <glm/glm/gtc/matrix_transform.hpp>
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#include <glm/glm/gtc/type_ptr.hpp>
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nxt::Device device;
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nxt::Buffer indexBuffer;
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nxt::Buffer vertexBuffer;
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nxt::Buffer planeBuffer;
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nxt::Buffer cameraBuffer;
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nxt::Buffer transformBuffer[2];
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nxt::BindGroup cameraBindGroup;
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nxt::BindGroup bindGroup[2];
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nxt::BindGroup cubeTransformBindGroup[2];
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nxt::Queue queue;
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nxt::SwapChain swapchain;
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nxt::TextureView depthStencilView;
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nxt::RenderPipeline pipeline;
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nxt::RenderPipeline planePipeline;
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nxt::RenderPipeline reflectionPipeline;
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nxt::RenderPass renderpass;
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void initBuffers() {
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static const uint32_t indexData[6*6] = {
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0, 1, 2,
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0, 2, 3,
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4, 5, 6,
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4, 6, 7,
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8, 9, 10,
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8, 10, 11,
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12, 13, 14,
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12, 14, 15,
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16, 17, 18,
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16, 18, 19,
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20, 21, 22,
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20, 22, 23
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};
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indexBuffer = utils::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::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,
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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,
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-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,
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-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,
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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,
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-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,
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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,
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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,
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-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,
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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,
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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,
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-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,
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-1.0, 1.0, -1.0, 1.0, 1.0, 1.0
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};
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vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::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,
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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,
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-2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
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};
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planeBuffer = utils::CreateFrozenBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::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 = CreateCppNXTDevice();
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queue = device.CreateQueueBuilder().GetResult();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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nxt::TextureUsageBit::OutputAttachment, 640, 480);
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initBuffers();
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(set = 0, binding = 0) uniform cameraData {
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mat4 view;
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mat4 proj;
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} camera;
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layout(set = 0, binding = 1) uniform modelData {
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mat4 modelMatrix;
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};
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 col;
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layout(location = 2) out vec3 f_col;
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void main() {
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f_col = col;
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gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
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})"
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(f_col, 1.0);
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})");
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nxt::ShaderModule fsReflectionModule =
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utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0)
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.SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
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.SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex)
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.GetResult();
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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cameraBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::TransferDst)
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.SetSize(sizeof(CameraData))
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.GetResult();
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glm::mat4 transform(1.0);
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transformBuffer[0] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
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transformBuffer[1] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
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.SetExtent(0, sizeof(CameraData))
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.GetResult();
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nxt::BufferView transformBufferView[2] = {
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transformBuffer[0].CreateBufferViewBuilder()
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.SetExtent(0, sizeof(glm::mat4))
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.GetResult(),
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transformBuffer[1].CreateBufferViewBuilder()
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.SetExtent(0, sizeof(glm::mat4))
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.GetResult(),
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};
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bindGroup[0] = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &cameraBufferView)
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.SetBufferViews(1, 1, &transformBufferView[0])
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.GetResult();
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bindGroup[1] = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &cameraBufferView)
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.SetBufferViews(1, 1, &transformBufferView[1])
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.GetResult();
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renderpass = CreateDefaultRenderPass(device);
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depthStencilView = CreateDefaultDepthStencilView(device);
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(nxt::CompareFunction::Less)
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.SetDepthWriteEnabled(true)
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.GetResult();
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pipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetIndexFormat(nxt::IndexFormat::Uint32)
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.SetInputState(inputState)
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.SetDepthStencilState(depthStencilState)
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.GetResult();
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auto planeStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(nxt::CompareFunction::Less)
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.SetDepthWriteEnabled(false)
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.SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Always, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
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.GetResult();
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planePipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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.SetDepthStencilState(planeStencilState)
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.GetResult();
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auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(nxt::CompareFunction::Less)
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.SetDepthWriteEnabled(true)
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.SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Equal, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
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.GetResult();
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reflectionPipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main")
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.SetInputState(inputState)
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.SetDepthStencilState(reflectionStencilState)
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.GetResult();
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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 {uint32_t a; float b;} 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) {s.b = 0.0f;}
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static const uint32_t vertexBufferOffsets[1] = {0};
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cameraData.view = glm::lookAt(
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glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 8.f * std::cos(glm::radians(s.b * 360.f))),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 1.0f, 0.0f)
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);
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cameraBuffer.TransitionUsage(nxt::BufferUsageBit::TransferDst);
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cameraBuffer.SetSubData(0, sizeof(CameraData), reinterpret_cast<uint8_t*>(&cameraData));
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nxt::Texture backbuffer;
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nxt::Framebuffer framebuffer;
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GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform)
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.SetBindGroup(0, bindGroup[0])
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(36, 1, 0, 0)
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.SetStencilReference(0x1)
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.SetRenderPipeline(planePipeline)
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.SetBindGroup(0, bindGroup[0])
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.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
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.DrawElements(6, 1, 0, 0)
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.SetRenderPipeline(reflectionPipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetBindGroup(0, bindGroup[1])
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.DrawElements(36, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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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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