dawn-cmake/examples/Animometer.cpp

178 lines
5.2 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 <cstdlib>
#include <cstdio>
#include <vector>
nxt::Device device;
nxt::Queue queue;
nxt::SwapChain swapchain;
nxt::TextureView depthStencilView;
nxt::RenderPipeline pipeline;
float RandomFloat(float min, float max) {
float zeroOne = rand() / float(RAND_MAX);
return zeroOne * (max - min) + min;
}
struct ShaderData {
float scale;
float time;
float offsetX;
float offsetY;
float scalar;
float scalarOffset;
};
static std::vector<ShaderData> shaderData;
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
nxt::TextureUsageBit::OutputAttachment, 640, 480);
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(push_constant) uniform ConstantsBlock {
float scale;
float time;
float offsetX;
float offsetY;
float scalar;
float scalarOffset;
} c;
layout(location = 0) out vec4 v_color;
const vec4 positions[3] = vec4[3](
vec4( 0.0f, 0.1f, 0.0f, 1.0f),
vec4(-0.1f, -0.1f, 0.0f, 1.0f),
vec4( 0.1f, -0.1f, 0.0f, 1.0f)
);
const vec4 colors[3] = vec4[3](
vec4(1.0f, 0.0f, 0.0f, 1.0f),
vec4(0.0f, 1.0f, 0.0f, 1.0f),
vec4(0.0f, 0.0f, 1.0f, 1.0f)
);
void main() {
vec4 position = positions[gl_VertexIndex];
vec4 color = colors[gl_VertexIndex];
float fade = mod(c.scalarOffset + c.time * c.scalar / 10.0, 1.0);
if (fade < 0.5) {
fade = fade * 2.0;
} else {
fade = (1.0 - fade) * 2.0;
}
float xpos = position.x * c.scale;
float ypos = position.y * c.scale;
float angle = 3.14159 * 2.0 * fade;
float xrot = xpos * cos(angle) - ypos * sin(angle);
float yrot = xpos * sin(angle) + ypos * cos(angle);
xpos = xrot + c.offsetX;
ypos = yrot + c.offsetY;
v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color;
gl_Position = vec4(xpos, ypos, 0.0, 1.0);
})"
);
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec4 v_color;
void main() {
fragColor = v_color;
})");
depthStencilView = CreateDefaultDepthStencilView(device);
pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
shaderData.resize(10000);
for (auto& data : shaderData) {
data.scale = RandomFloat(0.2f, 0.4f);
data.time = 0.0;
data.offsetX = RandomFloat(-0.9f, 0.9f);
data.offsetY = RandomFloat(-0.9f, 0.9f);
data.scalar = RandomFloat(0.5f, 2.0f);
data.scalarOffset = RandomFloat(0.0f, 10.0f);
}
}
void frame() {
nxt::Texture backbuffer;
nxt::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
static int f = 0;
f++;
size_t i = 0;
nxt::CommandBuffer commands;
{
nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderPass)
.SetRenderPipeline(pipeline)
.Clone();
for (int k = 0; k < 10000; k++) {
shaderData[i].time = f / 60.0f;
builder.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
.DrawArrays(3, 1, 0, 0);
i++;
}
builder.EndRenderPass();
commands = builder.GetResult();
}
queue.Submit(1, &commands);
backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
swapchain.Present(backbuffer);
DoFlush();
fprintf(stderr, "frame %i\n", f);
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}