| // 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/DawnHelpers.h" |
| #include "utils/SystemUtils.h" |
| |
| #include <vector> |
| #include <glm/glm.hpp> |
| #include <glm/gtc/matrix_transform.hpp> |
| #include <glm/gtc/type_ptr.hpp> |
| |
| dawn::Device device; |
| |
| dawn::Buffer indexBuffer; |
| dawn::Buffer vertexBuffer; |
| dawn::Buffer planeBuffer; |
| dawn::Buffer cameraBuffer; |
| dawn::Buffer transformBuffer[2]; |
| |
| dawn::BindGroup cameraBindGroup; |
| dawn::BindGroup bindGroup[2]; |
| dawn::BindGroup cubeTransformBindGroup[2]; |
| |
| dawn::Queue queue; |
| dawn::SwapChain swapchain; |
| dawn::TextureView depthStencilView; |
| dawn::RenderPipeline pipeline; |
| dawn::RenderPipeline planePipeline; |
| dawn::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), dawn::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 = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::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 = utils::CreateBufferFromData(device, planeData, sizeof(planeData), dawn::BufferUsageBit::Vertex); |
| } |
| |
| struct CameraData { |
| glm::mat4 view; |
| glm::mat4 proj; |
| } cameraData; |
| |
| void init() { |
| device = CreateCppDawnDevice(); |
| |
| queue = device.CreateQueue(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), |
| dawn::TextureUsageBit::OutputAttachment, 640, 480); |
| |
| initBuffers(); |
| |
| dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::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); |
| })" |
| ); |
| |
| dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::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); |
| })"); |
| |
| dawn::ShaderModule fsReflectionModule = |
| utils::CreateShaderModule(device, dawn::ShaderStage::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); |
| })"); |
| |
| auto inputState = device.CreateInputStateBuilder() |
| .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32, 0) |
| .SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32B32, 3 * sizeof(float)) |
| .SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex) |
| .GetResult(); |
| |
| auto bgl = utils::MakeBindGroupLayout( |
| device, { |
| {0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer}, |
| {1, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer}, |
| }); |
| |
| dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); |
| |
| dawn::BufferDescriptor cameraBufDesc; |
| cameraBufDesc.size = sizeof(CameraData); |
| cameraBufDesc.usage = dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Uniform; |
| cameraBuffer = device.CreateBuffer(&cameraBufDesc); |
| |
| glm::mat4 transform(1.0); |
| transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform); |
| |
| transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f)); |
| transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform); |
| |
| dawn::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder() |
| .SetExtent(0, sizeof(CameraData)) |
| .GetResult(); |
| |
| dawn::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) |
| .SetBufferViews(0, 1, &cameraBufferView) |
| .SetBufferViews(1, 1, &transformBufferView[0]) |
| .GetResult(); |
| |
| bindGroup[1] = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetBufferViews(0, 1, &cameraBufferView) |
| .SetBufferViews(1, 1, &transformBufferView[1]) |
| .GetResult(); |
| |
| depthStencilView = CreateDefaultDepthStencilView(device); |
| |
| auto depthStencilState = device.CreateDepthStencilStateBuilder() |
| .SetDepthCompareFunction(dawn::CompareFunction::Less) |
| .SetDepthWriteEnabled(true) |
| .GetResult(); |
| |
| pipeline = device.CreateRenderPipelineBuilder() |
| .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) |
| .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) |
| .SetLayout(pl) |
| .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") |
| .SetIndexFormat(dawn::IndexFormat::Uint32) |
| .SetInputState(inputState) |
| .SetDepthStencilState(depthStencilState) |
| .GetResult(); |
| |
| auto planeStencilState = device.CreateDepthStencilStateBuilder() |
| .SetDepthCompareFunction(dawn::CompareFunction::Less) |
| .SetDepthWriteEnabled(false) |
| .SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Always, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace) |
| .GetResult(); |
| |
| planePipeline = device.CreateRenderPipelineBuilder() |
| .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) |
| .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) |
| .SetLayout(pl) |
| .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") |
| .SetInputState(inputState) |
| .SetDepthStencilState(planeStencilState) |
| .GetResult(); |
| |
| auto reflectionStencilState = device.CreateDepthStencilStateBuilder() |
| .SetDepthCompareFunction(dawn::CompareFunction::Less) |
| .SetDepthWriteEnabled(true) |
| .SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Equal, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace) |
| .GetResult(); |
| |
| reflectionPipeline = device.CreateRenderPipelineBuilder() |
| .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) |
| .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) |
| .SetLayout(pl) |
| .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(dawn::ShaderStage::Fragment, fsReflectionModule, "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 += 0.01f; |
| if (s.b >= 1.0f) {s.b = 0.0f;} |
| static const uint32_t vertexBufferOffsets[1] = {0}; |
| |
| 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), reinterpret_cast<uint8_t*>(&cameraData)); |
| |
| dawn::Texture backbuffer; |
| dawn::RenderPassDescriptor renderPass; |
| GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); |
| |
| dawn::CommandBuffer commands = device.CreateCommandBufferBuilder() |
| .BeginRenderPass(renderPass) |
| .SetRenderPipeline(pipeline) |
| .SetBindGroup(0, bindGroup[0]) |
| .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) |
| .SetIndexBuffer(indexBuffer, 0) |
| .DrawElements(36, 1, 0, 0) |
| |
| .SetStencilReference(0x1) |
| .SetRenderPipeline(planePipeline) |
| .SetBindGroup(0, bindGroup[0]) |
| .SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets) |
| .DrawElements(6, 1, 0, 0) |
| |
| .SetRenderPipeline(reflectionPipeline) |
| .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) |
| .SetBindGroup(0, bindGroup[1]) |
| .DrawElements(36, 1, 0, 0) |
| .EndRenderPass() |
| .GetResult(); |
| |
| queue.Submit(1, &commands); |
| swapchain.Present(backbuffer); |
| DoFlush(); |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitSample(argc, argv)) { |
| return 1; |
| } |
| init(); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |