// 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 "Utils.h" | |
#include <vector> | |
#include <glm/glm/glm.hpp> | |
#include <glm/glm/gtc/matrix_transform.hpp> | |
#include <glm/glm/gtc/type_ptr.hpp> | |
nxt::Device device; | |
nxt::Buffer indexBuffer; | |
nxt::Buffer vertexBuffer; | |
nxt::Buffer planeBuffer; | |
nxt::Buffer cameraBuffer; | |
nxt::Buffer transformBuffer[2]; | |
nxt::BindGroup cameraBindGroup; | |
nxt::BindGroup bindGroup[2]; | |
nxt::BindGroup cubeTransformBindGroup[2]; | |
nxt::Queue queue; | |
nxt::Pipeline pipeline; | |
nxt::Pipeline planePipeline; | |
nxt::Pipeline reflectionPipeline; | |
nxt::RenderPass renderpass; | |
nxt::Framebuffer framebuffer; | |
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 = device.CreateBufferBuilder() | |
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Index) | |
.SetInitialUsage(nxt::BufferUsageBit::Mapped) | |
.SetSize(sizeof(indexData)) | |
.GetResult(); | |
indexBuffer.SetSubData(0, sizeof(indexData) / sizeof(uint32_t), indexData); | |
indexBuffer.FreezeUsage(nxt::BufferUsageBit::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 = device.CreateBufferBuilder() | |
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex) | |
.SetInitialUsage(nxt::BufferUsageBit::Mapped) | |
.SetSize(sizeof(vertexData)) | |
.GetResult(); | |
vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t), | |
reinterpret_cast<const uint32_t*>(vertexData)); | |
vertexBuffer.FreezeUsage(nxt::BufferUsageBit::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 = device.CreateBufferBuilder() | |
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex) | |
.SetInitialUsage(nxt::BufferUsageBit::Mapped) | |
.SetSize(sizeof(planeData)) | |
.GetResult(); | |
planeBuffer.SetSubData(0, sizeof(planeData) / sizeof(uint32_t), | |
reinterpret_cast<const uint32_t*>(planeData)); | |
planeBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex); | |
} | |
struct { | |
glm::mat4 view; | |
glm::mat4 proj; | |
} cameraData; | |
void init() { | |
device = CreateCppNXTDevice(); | |
queue = device.CreateQueueBuilder().GetResult(); | |
initBuffers(); | |
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::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); | |
})" | |
); | |
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( | |
#version 450 | |
layout(location = 2) in vec3 f_col; | |
out vec4 fragColor; | |
void main() { | |
fragColor = vec4(f_col, 1.0); | |
})" | |
); | |
auto inputState = device.CreateInputStateBuilder() | |
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0) | |
.SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float)) | |
.SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex) | |
.SetInput(1, 6 * sizeof(float), nxt::InputStepMode::Vertex) | |
.GetResult(); | |
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() | |
.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2) | |
.GetResult(); | |
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() | |
.SetBindGroupLayout(0, bgl) | |
.GetResult(); | |
cameraBuffer = device.CreateBufferBuilder() | |
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform) | |
.SetInitialUsage(nxt::BufferUsageBit::Mapped) | |
.SetSize(sizeof(cameraData)) | |
.GetResult(); | |
glm::mat4 transform(1.0); | |
transformBuffer[0] = device.CreateBufferBuilder() | |
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform) | |
.SetInitialUsage(nxt::BufferUsageBit::Mapped) | |
.SetSize(sizeof(glm::mat4)) | |
.GetResult(); | |
transformBuffer[0].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform)); | |
transformBuffer[0].FreezeUsage(nxt::BufferUsageBit::Uniform); | |
transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f)); | |
transformBuffer[1] = device.CreateBufferBuilder() | |
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform) | |
.SetInitialUsage(nxt::BufferUsageBit::Mapped) | |
.SetSize(sizeof(glm::mat4)) | |
.GetResult(); | |
transformBuffer[1].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform)); | |
transformBuffer[1].FreezeUsage(nxt::BufferUsageBit::Uniform); | |
nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder() | |
.SetExtent(0, sizeof(cameraData)) | |
.GetResult(); | |
nxt::BufferView transformBufferView[2] = { | |
transformBuffer[0].CreateBufferViewBuilder() | |
.SetExtent(0, sizeof(glm::mat4)) | |
.GetResult(), | |
transformBuffer[1].CreateBufferViewBuilder() | |
.SetExtent(0, sizeof(glm::mat4)) | |
.GetResult(), | |
}; | |
bindGroup[0] = device.CreateBindGroupBuilder() | |
.SetLayout(bgl) | |
.SetUsage(nxt::BindGroupUsage::Frozen) | |
.SetBufferViews(0, 1, &cameraBufferView) | |
.SetBufferViews(1, 1, &transformBufferView[0]) | |
.GetResult(); | |
bindGroup[1] = device.CreateBindGroupBuilder() | |
.SetLayout(bgl) | |
.SetUsage(nxt::BindGroupUsage::Frozen) | |
.SetBufferViews(0, 1, &cameraBufferView) | |
.SetBufferViews(1, 1, &transformBufferView[1]) | |
.GetResult(); | |
CreateDefaultRenderPass(device, &renderpass, &framebuffer); | |
auto depthStencilState = device.CreateDepthStencilStateBuilder() | |
.SetDepthEnabled(true) | |
.SetStencilEnabled(false) | |
.GetResult(); | |
pipeline = device.CreatePipelineBuilder() | |
.SetSubpass(renderpass, 0) | |
.SetLayout(pl) | |
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main") | |
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main") | |
.SetInputState(inputState) | |
.SetDepthStencilState(depthStencilState) | |
.GetResult(); | |
auto planeStencilState = device.CreateDepthStencilStateBuilder() | |
.SetDepthEnabled(true) | |
.SetDepthWrite(nxt::DepthWriteMode::Disabled) | |
.SetStencilEnabled(true) | |
.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Always) | |
.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) | |
.SetStencilMask(nxt::Face::Both, 0xff, 0xff) | |
.GetResult(); | |
planePipeline = device.CreatePipelineBuilder() | |
.SetSubpass(renderpass, 0) | |
.SetLayout(pl) | |
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main") | |
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main") | |
.SetInputState(inputState) | |
.SetDepthStencilState(planeStencilState) | |
.GetResult(); | |
auto reflectionStencilState = device.CreateDepthStencilStateBuilder() | |
.SetDepthEnabled(true) | |
.SetDepthWrite(nxt::DepthWriteMode::Enabled) | |
.SetStencilEnabled(true) | |
.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Equal) | |
.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) | |
.SetStencilMask(nxt::Face::Both, 0xff, 0x00) | |
.GetResult(); | |
reflectionPipeline = device.CreatePipelineBuilder() | |
.SetSubpass(renderpass, 0) | |
.SetLayout(pl) | |
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main") | |
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main") | |
.SetInputState(inputState) | |
.SetDepthStencilState(reflectionStencilState) | |
.GetResult(); | |
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 += 0.01; | |
if (s.b >= 1.0f) {s.b = 0.0f;} | |
static const uint32_t vertexBufferOffsets[1] = {0}; | |
cameraData.view = glm::lookAt( | |
glm::vec3(10.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 10.f * std::cos(glm::radians(s.b * 360.f))), | |
glm::vec3(0.0f, -1.0f, 0.0f), | |
glm::vec3(0.0f, 1.0f, 0.0f) | |
); | |
cameraBuffer.TransitionUsage(nxt::BufferUsageBit::Mapped); | |
cameraBuffer.SetSubData(0, sizeof(cameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData)); | |
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() | |
.BeginRenderPass(renderpass, framebuffer) | |
.SetPipeline(pipeline) | |
.TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform) | |
.SetBindGroup(0, bindGroup[0]) | |
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) | |
.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32) | |
.DrawElements(36, 1, 0, 0) | |
.SetPipeline(planePipeline) | |
.SetStencilReference(0x1, 0x1) | |
.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets) | |
.DrawElements(6, 1, 0, 0) | |
.SetPipeline(reflectionPipeline) | |
.SetStencilReference(0x1, 0x1) | |
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) | |
.SetBindGroup(0, bindGroup[1]) | |
.DrawElements(36, 1, 0, 0) | |
.EndRenderPass() | |
.GetResult(); | |
queue.Submit(1, &commands); | |
DoSwapBuffers(); | |
} | |
int main(int argc, const char* argv[]) { | |
if (!InitUtils(argc, argv)) { | |
return 1; | |
} | |
init(); | |
while (!ShouldQuit()) { | |
frame(); | |
USleep(16000); | |
} | |
// TODO release stuff | |
} |