dawn-cmake/examples/CubeReflection.cpp
Corentin Wallez 604072bc2e Make the SwapChain interface match webgpu.h
This changes the methods of Dawn's SwapChain to match webgpu.h, namely
Present() now doesn't take arguments, and GetNextTexture() is replaced
with GetCurrentTextureView().

BUG=dawn:269

Change-Id: Ia0debefb170caf799c3310b1dad5535c4c5f59ca
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13441
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2019-11-12 18:30:11 +00:00

312 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/SystemUtils.h"
#include "utils/WGPUHelpers.h"
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
wgpu::Device device;
wgpu::Buffer indexBuffer;
wgpu::Buffer vertexBuffer;
wgpu::Buffer planeBuffer;
wgpu::Buffer cameraBuffer;
wgpu::Buffer transformBuffer[2];
wgpu::BindGroup cameraBindGroup;
wgpu::BindGroup bindGroup[2];
wgpu::BindGroup cubeTransformBindGroup[2];
wgpu::Queue queue;
wgpu::SwapChain swapchain;
wgpu::TextureView depthStencilView;
wgpu::RenderPipeline pipeline;
wgpu::RenderPipeline planePipeline;
wgpu::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), wgpu::BufferUsage::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),
wgpu::BufferUsage::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),
wgpu::BufferUsage::Vertex);
}
struct CameraData {
glm::mat4 view;
glm::mat4 proj;
} cameraData;
void init() {
device = CreateCppDawnDevice();
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment,
640, 480);
initBuffers();
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::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);
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::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);
})");
wgpu::ShaderModule fsReflectionModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::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::ComboVertexStateDescriptor vertexState;
vertexState.cVertexBuffers[0].attributeCount = 2;
vertexState.cAttributes[0].format = wgpu::VertexFormat::Float3;
vertexState.cAttributes[1].shaderLocation = 1;
vertexState.cAttributes[1].offset = 3 * sizeof(float);
vertexState.cAttributes[1].format = wgpu::VertexFormat::Float3;
vertexState.vertexBufferCount = 1;
vertexState.cVertexBuffers[0].arrayStride = 6 * sizeof(float);
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer},
});
wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
wgpu::BufferDescriptor cameraBufDesc;
cameraBufDesc.size = sizeof(CameraData);
cameraBufDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
cameraBuffer = device.CreateBuffer(&cameraBufDesc);
glm::mat4 transform(1.0);
transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4),
wgpu::BufferUsage::Uniform);
transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4),
wgpu::BufferUsage::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.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.vertexState = &vertexState;
descriptor.depthStencilState = &descriptor.cDepthStencilState;
descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
descriptor.cDepthStencilState.depthWriteEnabled = true;
descriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Less;
pipeline = device.CreateRenderPipeline(&descriptor);
utils::ComboRenderPipelineDescriptor pDescriptor(device);
pDescriptor.layout = pl;
pDescriptor.vertexStage.module = vsModule;
pDescriptor.cFragmentStage.module = fsModule;
pDescriptor.vertexState = &vertexState;
pDescriptor.depthStencilState = &pDescriptor.cDepthStencilState;
pDescriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
pDescriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
pDescriptor.cDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::Replace;
pDescriptor.cDepthStencilState.stencilBack.passOp = wgpu::StencilOperation::Replace;
pDescriptor.cDepthStencilState.depthCompare = wgpu::CompareFunction::Less;
planePipeline = device.CreateRenderPipeline(&pDescriptor);
utils::ComboRenderPipelineDescriptor rfDescriptor(device);
rfDescriptor.layout = pl;
rfDescriptor.vertexStage.module = vsModule;
rfDescriptor.cFragmentStage.module = fsReflectionModule;
rfDescriptor.vertexState = &vertexState;
rfDescriptor.depthStencilState = &rfDescriptor.cDepthStencilState;
rfDescriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
rfDescriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
rfDescriptor.cDepthStencilState.stencilFront.compare = wgpu::CompareFunction::Equal;
rfDescriptor.cDepthStencilState.stencilBack.compare = wgpu::CompareFunction::Equal;
rfDescriptor.cDepthStencilState.stencilFront.passOp = wgpu::StencilOperation::Replace;
rfDescriptor.cDepthStencilState.stencilBack.passOp = wgpu::StencilOperation::Replace;
rfDescriptor.cDepthStencilState.depthWriteEnabled = true;
rfDescriptor.cDepthStencilState.depthCompare = wgpu::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;}
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), &cameraData);
wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup[0]);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(indexBuffer);
pass.DrawIndexed(36, 1, 0, 0, 0);
pass.SetStencilReference(0x1);
pass.SetPipeline(planePipeline);
pass.SetBindGroup(0, bindGroup[0]);
pass.SetVertexBuffer(0, planeBuffer);
pass.DrawIndexed(6, 1, 0, 0, 0);
pass.SetPipeline(reflectionPipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetBindGroup(0, bindGroup[1]);
pass.DrawIndexed(36, 1, 0, 0, 0);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
swapchain.Present();
DoFlush();
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}