| // 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 "SampleUtils.h" |
| |
| #include "utils/NXTHelpers.h" |
| #include "utils/SystemUtils.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::SwapChain swapchain; |
| nxt::TextureView depthStencilView; |
| nxt::RenderPipeline pipeline; |
| nxt::RenderPipeline planePipeline; |
| nxt::RenderPipeline reflectionPipeline; |
| nxt::RenderPass renderpass; |
| |
| 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::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), 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 = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), 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 = utils::CreateFrozenBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex); |
| } |
| |
| struct CameraData { |
| glm::mat4 view; |
| glm::mat4 proj; |
| } cameraData; |
| |
| void init() { |
| device = CreateCppNXTDevice(); |
| |
| queue = device.CreateQueueBuilder().GetResult(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, 640, 480); |
| |
| initBuffers(); |
| |
| nxt::ShaderModule vsModule = utils::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 = utils::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); |
| })" |
| ); |
| |
| nxt::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 2) in vec3 f_col; |
| 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, nxt::VertexFormat::FloatR32G32B32, 0) |
| .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float)) |
| .SetInput(0, 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::TransferDst | nxt::BufferUsageBit::Uniform) |
| .SetInitialUsage(nxt::BufferUsageBit::TransferDst) |
| .SetSize(sizeof(CameraData)) |
| .GetResult(); |
| |
| glm::mat4 transform(1.0); |
| transformBuffer[0] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform); |
| |
| transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f)); |
| transformBuffer[1] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), 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(); |
| |
| renderpass = CreateDefaultRenderPass(device); |
| depthStencilView = CreateDefaultDepthStencilView(device); |
| |
| auto depthStencilState = device.CreateDepthStencilStateBuilder() |
| .SetDepthCompareFunction(nxt::CompareFunction::Less) |
| .SetDepthWriteEnabled(true) |
| .GetResult(); |
| |
| pipeline = device.CreateRenderPipelineBuilder() |
| .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() |
| .SetDepthCompareFunction(nxt::CompareFunction::Less) |
| .SetDepthWriteEnabled(false) |
| .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Always, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) |
| .GetResult(); |
| |
| planePipeline = device.CreateRenderPipelineBuilder() |
| .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() |
| .SetDepthCompareFunction(nxt::CompareFunction::Less) |
| .SetDepthWriteEnabled(true) |
| .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Equal, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) |
| .GetResult(); |
| |
| reflectionPipeline = device.CreateRenderPipelineBuilder() |
| .SetSubpass(renderpass, 0) |
| .SetLayout(pl) |
| .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(nxt::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.TransitionUsage(nxt::BufferUsageBit::TransferDst); |
| cameraBuffer.SetSubData(0, sizeof(CameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData)); |
| |
| nxt::Texture backbuffer; |
| nxt::Framebuffer framebuffer; |
| GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer); |
| |
| nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() |
| .BeginRenderPass(renderpass, framebuffer) |
| .BeginRenderSubpass() |
| .SetRenderPipeline(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) |
| |
| .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) |
| .EndRenderSubpass() |
| .EndRenderPass() |
| .GetResult(); |
| |
| queue.Submit(1, &commands); |
| backbuffer.TransitionUsage(nxt::TextureUsageBit::Present); |
| 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 |
| } |