304 lines
11 KiB
C++
304 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/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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#include <vector>
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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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dawn::Device device;
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dawn::Buffer indexBuffer;
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dawn::Buffer vertexBuffer;
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dawn::Buffer planeBuffer;
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dawn::Buffer cameraBuffer;
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dawn::Buffer transformBuffer[2];
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dawn::BindGroup cameraBindGroup;
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dawn::BindGroup bindGroup[2];
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dawn::BindGroup cubeTransformBindGroup[2];
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dawn::Queue queue;
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dawn::SwapChain swapchain;
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dawn::TextureView depthStencilView;
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dawn::RenderPipeline pipeline;
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dawn::RenderPipeline planePipeline;
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dawn::RenderPipeline reflectionPipeline;
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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::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::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::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::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::CreateBufferFromData(device, planeData, sizeof(planeData), dawn::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 = CreateCppDawnDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 640, 480);
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initBuffers();
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::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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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::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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dawn::ShaderModule fsReflectionModule =
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utils::CreateShaderModule(device, dawn::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, dawn::VertexFormat::FloatR32G32B32, 0)
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.SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
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.SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex)
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.GetResult();
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
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{1, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
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});
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dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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dawn::BufferDescriptor cameraBufDesc;
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cameraBufDesc.size = sizeof(CameraData);
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cameraBufDesc.usage = dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::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), dawn::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::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
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bindGroup[0] = utils::MakeBindGroup(device, bgl, {
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{0, cameraBuffer, 0, sizeof(CameraData)},
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{1, transformBuffer[0], 0, sizeof(glm::mat4)}
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});
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bindGroup[1] = utils::MakeBindGroup(device, bgl, {
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{0, cameraBuffer, 0, sizeof(CameraData)},
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{1, transformBuffer[1], 0, sizeof(glm::mat4)}
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});
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.layout = pl;
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = inputState;
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descriptor.cAttachmentsState.hasDepthStencilAttachment = true;
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descriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorAttachments[0]->format = GetPreferredSwapChainTextureFormat();
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descriptor.cDepthStencilState.depthWriteEnabled = true;
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descriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
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pipeline = device.CreateRenderPipeline(&descriptor);
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utils::ComboRenderPipelineDescriptor pDescriptor(device);
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pDescriptor.layout = pl;
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pDescriptor.cVertexStage.module = vsModule;
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pDescriptor.cFragmentStage.module = fsModule;
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pDescriptor.inputState = inputState;
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pDescriptor.cAttachmentsState.hasDepthStencilAttachment = true;
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pDescriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint;
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pDescriptor.cColorAttachments[0]->format = GetPreferredSwapChainTextureFormat();
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pDescriptor.cDepthStencilState.front.passOp = dawn::StencilOperation::Replace;
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pDescriptor.cDepthStencilState.back.passOp = dawn::StencilOperation::Replace;
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pDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
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planePipeline = device.CreateRenderPipeline(&pDescriptor);
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utils::ComboRenderPipelineDescriptor rfDescriptor(device);
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rfDescriptor.layout = pl;
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rfDescriptor.cVertexStage.module = vsModule;
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rfDescriptor.cFragmentStage.module = fsReflectionModule;
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rfDescriptor.inputState = inputState;
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rfDescriptor.cAttachmentsState.hasDepthStencilAttachment = true;
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rfDescriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint;
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rfDescriptor.cColorAttachments[0]->format = GetPreferredSwapChainTextureFormat();
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pDescriptor.cDepthStencilState.front.compare = dawn::CompareFunction::Equal;
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pDescriptor.cDepthStencilState.back.compare = dawn::CompareFunction::Equal;
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pDescriptor.cDepthStencilState.front.passOp = dawn::StencilOperation::Replace;
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pDescriptor.cDepthStencilState.back.passOp = dawn::StencilOperation::Replace;
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rfDescriptor.cDepthStencilState.depthWriteEnabled = true;
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rfDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
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reflectionPipeline = device.CreateRenderPipeline(&rfDescriptor);
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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.SetSubData(0, sizeof(CameraData), reinterpret_cast<uint8_t*>(&cameraData));
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dawn::Texture backbuffer;
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dawn::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
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{
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dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup[0]);
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pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
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pass.SetIndexBuffer(indexBuffer, 0);
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pass.DrawIndexed(36, 1, 0, 0, 0);
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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.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets);
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pass.DrawIndexed(6, 1, 0, 0, 0);
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pass.SetPipeline(reflectionPipeline);
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pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
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pass.SetBindGroup(0, bindGroup[1]);
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pass.DrawIndexed(36, 1, 0, 0, 0);
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pass.EndPass();
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}
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dawn::CommandBuffer commands = builder.GetResult();
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queue.Submit(1, &commands);
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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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