| // 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 <cstdlib> | |
| #include <cstdio> | |
| #include <vector> | |
| wgpu::Device device; | |
| wgpu::Queue queue; | |
| wgpu::SwapChain swapchain; | |
| wgpu::RenderPipeline pipeline; | |
| wgpu::BindGroup bindGroup; | |
| wgpu::Buffer ubo; | |
| float RandomFloat(float min, float max) { | |
| float zeroOne = rand() / float(RAND_MAX); | |
| return zeroOne * (max - min) + min; | |
| } | |
| constexpr size_t kNumTriangles = 10000; | |
| struct alignas(kMinDynamicBufferOffsetAlignment) ShaderData { | |
| float scale; | |
| float time; | |
| float offsetX; | |
| float offsetY; | |
| float scalar; | |
| float scalarOffset; | |
| }; | |
| static std::vector<ShaderData> shaderData; | |
| void init() { | |
| device = CreateCppDawnDevice(); | |
| queue = device.GetDefaultQueue(); | |
| swapchain = GetSwapChain(device); | |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment, | |
| 640, 480); | |
| wgpu::ShaderModule vsModule = | |
| utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"( | |
| #version 450 | |
| layout(std140, set = 0, binding = 0) uniform Constants { | |
| 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); | |
| })"); | |
| wgpu::ShaderModule fsModule = | |
| utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"( | |
| #version 450 | |
| layout(location = 0) out vec4 fragColor; | |
| layout(location = 0) in vec4 v_color; | |
| void main() { | |
| fragColor = v_color; | |
| })"); | |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( | |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer, true}}); | |
| utils::ComboRenderPipelineDescriptor descriptor(device); | |
| descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); | |
| descriptor.vertexStage.module = vsModule; | |
| descriptor.cFragmentStage.module = fsModule; | |
| descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat(); | |
| pipeline = device.CreateRenderPipeline(&descriptor); | |
| shaderData.resize(kNumTriangles); | |
| 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); | |
| } | |
| wgpu::BufferDescriptor bufferDesc; | |
| bufferDesc.size = kNumTriangles * sizeof(ShaderData); | |
| bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; | |
| ubo = device.CreateBuffer(&bufferDesc); | |
| bindGroup = | |
| utils::MakeBindGroup(device, bgl, {{0, ubo, 0, sizeof(ShaderData)}}); | |
| } | |
| void frame() { | |
| wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); | |
| static int f = 0; | |
| f++; | |
| for (auto& data : shaderData) { | |
| data.time = f / 60.0f; | |
| } | |
| queue.WriteBuffer(ubo, 0, shaderData.data(), kNumTriangles * sizeof(ShaderData)); | |
| utils::ComboRenderPassDescriptor renderPass({backbufferView}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| for (size_t i = 0; i < kNumTriangles; i++) { | |
| uint32_t offset = i * sizeof(ShaderData); | |
| pass.SetBindGroup(0, bindGroup, 1, &offset); | |
| pass.Draw(3); | |
| } | |
| pass.EndPass(); | |
| } | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| swapchain.Present(); | |
| 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 | |
| } |