| // 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. |
| |
| // Enable this before including any headers as we want inttypes.h to define |
| // format macros such as PRId64 that are used in picojson. |
| #ifndef __STDC_FORMAT_MACROS |
| #define __STDC_FORMAT_MACROS |
| #endif |
| |
| #include "../SampleUtils.h" |
| |
| #include "common/Assert.h" |
| #include "common/Math.h" |
| #include "common/Constants.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/DawnHelpers.h" |
| #include "utils/SystemUtils.h" |
| |
| #include <bitset> |
| #define GLM_FORCE_DEPTH_ZERO_TO_ONE |
| #include <glm/mat4x4.hpp> |
| #include <glm/gtc/matrix_inverse.hpp> |
| #include <glm/gtc/matrix_transform.hpp> |
| #include <glm/gtc/type_ptr.hpp> |
| |
| #define TINYGLTF_LOADER_IMPLEMENTATION |
| #define STB_IMAGE_IMPLEMENTATION |
| #define PICOJSON_ASSERT ASSERT |
| #undef __STDC_FORMAT_MACROS |
| #include <tinygltfloader/tiny_gltf_loader.h> |
| |
| #include "GLFW/glfw3.h" |
| |
| #include "Camera.inl" |
| |
| namespace gl { |
| enum { |
| Triangles = 0x0004, |
| UnsignedShort = 0x1403, |
| UnsignedInt = 0x1405, |
| Float = 0x1406, |
| RGBA = 0x1908, |
| Nearest = 0x2600, |
| Linear = 0x2601, |
| NearestMipmapNearest = 0x2700, |
| LinearMipmapNearest = 0x2701, |
| NearestMipmapLinear = 0x2702, |
| LinearMipmapLinear = 0x2703, |
| ArrayBuffer = 0x8892, |
| ElementArrayBuffer = 0x8893, |
| FragmentShader = 0x8B30, |
| VertexShader = 0x8B31, |
| FloatVec2 = 0x8B50, |
| FloatVec3 = 0x8B51, |
| FloatVec4 = 0x8B52, |
| }; |
| } |
| |
| struct MaterialInfo { |
| dawn::RenderPipeline pipeline; |
| dawn::BindGroup bindGroup0; |
| std::map<uint32_t, std::string> slotSemantics; |
| }; |
| |
| struct u_transform_block { |
| glm::mat4 modelViewProj; |
| glm::mat4 modelInvTr; |
| }; |
| |
| dawn::Device device; |
| dawn::Queue queue; |
| dawn::SwapChain swapchain; |
| dawn::TextureView depthStencilView; |
| |
| dawn::Buffer defaultBuffer; |
| std::map<std::string, dawn::Buffer> buffers; |
| std::map<std::string, dawn::CommandBuffer> commandBuffers; |
| std::map<uint32_t, std::string> slotSemantics = {{0, "POSITION"}, {1, "NORMAL"}, {2, "TEXCOORD_0"}}; |
| |
| std::map<std::string, dawn::Sampler> samplers; |
| std::map<std::string, dawn::TextureView> textures; |
| |
| tinygltf::Scene scene; |
| glm::mat4 projection = glm::perspective(glm::radians(60.f), 640.f/480, 0.1f, 2000.f); |
| Camera camera; |
| |
| // Helpers |
| namespace { |
| std::string getFilePathExtension(const std::string &FileName) { |
| if (FileName.find_last_of(".") != std::string::npos) { |
| return FileName.substr(FileName.find_last_of(".") + 1); |
| } |
| return ""; |
| } |
| |
| bool techniqueParameterTypeToVertexFormat(int type, dawn::VertexFormat *format) { |
| switch (type) { |
| case gl::FloatVec2: |
| *format = dawn::VertexFormat::FloatR32G32; |
| return true; |
| case gl::FloatVec3: |
| *format = dawn::VertexFormat::FloatR32G32B32; |
| return true; |
| case gl::FloatVec4: |
| *format = dawn::VertexFormat::FloatR32G32B32A32; |
| return true; |
| default: |
| return false; |
| } |
| } |
| } |
| |
| // Initialization |
| namespace { |
| void initBuffers() { |
| dawn::BufferDescriptor descriptor; |
| descriptor.size = 256; |
| descriptor.usage = dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Index; |
| defaultBuffer = device.CreateBuffer(&descriptor); |
| |
| for (const auto& bv : scene.bufferViews) { |
| const auto& iBufferViewID = bv.first; |
| const auto& iBufferView = bv.second; |
| |
| dawn::BufferUsageBit usage = dawn::BufferUsageBit::None; |
| switch (iBufferView.target) { |
| case gl::ArrayBuffer: |
| usage |= dawn::BufferUsageBit::Vertex; |
| break; |
| case gl::ElementArrayBuffer: |
| usage |= dawn::BufferUsageBit::Index; |
| break; |
| case 0: |
| fprintf(stderr, "TODO: buffer view has no target; skipping\n"); |
| continue; |
| default: |
| fprintf(stderr, "unsupported buffer view target %d\n", iBufferView.target); |
| continue; |
| } |
| const auto& iBuffer = scene.buffers.at(iBufferView.buffer); |
| |
| size_t iBufferViewSize = |
| iBufferView.byteLength ? iBufferView.byteLength : |
| (iBuffer.data.size() - iBufferView.byteOffset); |
| auto oBuffer = utils::CreateBufferFromData(device, &iBuffer.data.at(iBufferView.byteOffset), static_cast<uint32_t>(iBufferViewSize), usage); |
| buffers[iBufferViewID] = std::move(oBuffer); |
| } |
| } |
| |
| const MaterialInfo& getMaterial(const std::string& iMaterialID, size_t stridePos, size_t strideNor, size_t strideTxc) { |
| static std::map<std::tuple<std::string, size_t, size_t, size_t>, MaterialInfo> materials; |
| auto key = make_tuple(iMaterialID, stridePos, strideNor, strideTxc); |
| auto materialIterator = materials.find(key); |
| if (materialIterator != materials.end()) { |
| return materialIterator->second; |
| } |
| |
| const auto& iMaterial = scene.materials.at(iMaterialID); |
| const auto& iTechnique = scene.techniques.at(iMaterial.technique); |
| |
| bool hasTexture = false; |
| std::string iTextureID; |
| { |
| auto it = iMaterial.values.find("diffuse"); |
| if (it != iMaterial.values.end() && !it->second.string_value.empty()) { |
| hasTexture = true; |
| iTextureID = it->second.string_value; |
| } |
| } |
| |
| auto oVSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( |
| #version 450 |
| |
| layout(push_constant) uniform u_transform_block { |
| mat4 modelViewProj; |
| mat4 modelInvTr; |
| } u_transform; |
| |
| layout(location = 0) in vec4 a_position; |
| layout(location = 1) in vec3 a_normal; |
| layout(location = 2) in vec2 a_texcoord; |
| |
| layout(location = 0) out vec3 v_normal; |
| layout(location = 1) out vec2 v_texcoord; |
| |
| void main() { |
| v_normal = (u_transform.modelInvTr * vec4(normalize(a_normal), 0)).rgb; |
| v_texcoord = a_texcoord; |
| gl_Position = u_transform.modelViewProj * a_position; |
| })"); |
| |
| auto oFSSourceTextured = R"( |
| #version 450 |
| |
| layout(set = 0, binding = 0) uniform sampler u_samp; |
| layout(set = 0, binding = 1) uniform texture2D u_tex; |
| |
| layout(location = 0) in vec3 v_normal; |
| layout(location = 1) in vec2 v_texcoord; |
| |
| layout(location = 0) out vec4 fragcolor; |
| |
| void main() { |
| const vec3 lightdir = normalize(vec3(-1, -2, 3)); |
| vec3 normal = normalize(v_normal); |
| float diffuse = abs(dot(lightdir, normal)); |
| float diffamb = diffuse * 0.85 + 0.15; |
| vec3 albedo = texture(sampler2D(u_tex, u_samp), v_texcoord).rgb; |
| fragcolor = vec4(diffamb * albedo, 1); |
| })"; |
| auto oFSSourceUntextured = R"( |
| #version 450 |
| |
| layout(location = 0) in vec3 v_normal; |
| layout(location = 1) in vec2 v_texcoord; |
| |
| layout(location = 0) out vec4 fragcolor; |
| |
| void main() { |
| const vec3 lightdir = normalize(vec3(-1, -2, 3)); |
| vec3 normal = normalize(v_normal); |
| float diffuse = abs(dot(lightdir, normal)); |
| float diffamb = diffuse * 0.85 + 0.15; |
| fragcolor = vec4(vec3(diffamb), 1); |
| })"; |
| |
| auto oFSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, hasTexture ? oFSSourceTextured : oFSSourceUntextured); |
| |
| dawn::InputStateBuilder builder = device.CreateInputStateBuilder(); |
| std::bitset<3> slotsSet; |
| for (const auto& a : iTechnique.attributes) { |
| const auto iAttributeName = a.first; |
| const auto iParameter = iTechnique.parameters.at(a.second); |
| dawn::VertexFormat format; |
| if (!techniqueParameterTypeToVertexFormat(iParameter.type, &format)) { |
| fprintf(stderr, "unsupported technique parameter type %d\n", iParameter.type); |
| continue; |
| } |
| dawn::VertexAttributeDescriptor attribute; |
| attribute.offset = 0; |
| attribute.format = format; |
| dawn::VertexInputDescriptor input; |
| input.stepMode = dawn::InputStepMode::Vertex; |
| |
| if (iParameter.semantic == "POSITION") { |
| attribute.shaderLocation = 0; |
| attribute.inputSlot = 0; |
| input.inputSlot = 0; |
| input.stride = static_cast<uint32_t>(stridePos); |
| builder.SetAttribute(&attribute); |
| builder.SetInput(&input); |
| slotsSet.set(0); |
| } else if (iParameter.semantic == "NORMAL") { |
| attribute.shaderLocation = 1; |
| attribute.inputSlot = 1; |
| input.inputSlot = 1; |
| input.stride = static_cast<uint32_t>(strideNor); |
| builder.SetAttribute(&attribute); |
| builder.SetInput(&input); |
| slotsSet.set(1); |
| } else if (iParameter.semantic == "TEXCOORD_0") { |
| attribute.shaderLocation = 2; |
| attribute.inputSlot = 2; |
| input.inputSlot = 2; |
| input.stride = static_cast<uint32_t>(strideTxc); |
| builder.SetAttribute(&attribute); |
| builder.SetInput(&input); |
| slotsSet.set(2); |
| } else { |
| fprintf(stderr, "unsupported technique attribute semantic %s\n", iParameter.semantic.c_str()); |
| } |
| // TODO: use iAttributeParameter.node? |
| } |
| for (uint32_t i = 0; i < slotsSet.size(); i++) { |
| if (slotsSet[i]) { |
| continue; |
| } |
| dawn::VertexAttributeDescriptor attribute; |
| attribute.offset = 0; |
| attribute.shaderLocation = i; |
| attribute.inputSlot = i; |
| attribute.format = dawn::VertexFormat::FloatR32G32B32A32; |
| |
| dawn::VertexInputDescriptor input; |
| input.inputSlot = i; |
| input.stride = 0; |
| input.stepMode = dawn::InputStepMode::Vertex; |
| |
| builder.SetAttribute(&attribute); |
| builder.SetInput(&input); |
| } |
| auto inputState = builder.GetResult(); |
| |
| constexpr dawn::ShaderStageBit kNoStages{}; |
| dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout( |
| device, { |
| {0, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages, |
| dawn::BindingType::Sampler}, |
| {1, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages, |
| dawn::BindingType::SampledTexture}, |
| }); |
| |
| auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout); |
| |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| descriptor.layout = pipelineLayout; |
| descriptor.cVertexStage.module = oVSModule; |
| descriptor.cFragmentStage.module = oFSModule; |
| descriptor.inputState = inputState; |
| descriptor.indexFormat = dawn::IndexFormat::Uint16; |
| descriptor.depthStencilState = &descriptor.cDepthStencilState; |
| descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint; |
| descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat(); |
| descriptor.cDepthStencilState.depthWriteEnabled = true; |
| descriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less; |
| |
| dawn::RenderPipeline pipeline = device.CreateRenderPipeline(&descriptor); |
| |
| dawn::BindGroup bindGroup; |
| |
| if (hasTexture) { |
| const auto& textureView = textures[iTextureID]; |
| const auto& iSamplerID = scene.textures[iTextureID].sampler; |
| bindGroup = utils::MakeBindGroup(device, bindGroupLayout, { |
| {0, samplers[iSamplerID]}, |
| {1, textureView} |
| }); |
| } else { |
| bindGroup = utils::MakeBindGroup(device, bindGroupLayout, {}); |
| } |
| |
| MaterialInfo material = { |
| pipeline, |
| bindGroup, |
| std::map<uint32_t, std::string>(), |
| }; |
| materials[key] = std::move(material); |
| return materials.at(key); |
| } |
| |
| void initSamplers() { |
| for (const auto& s : scene.samplers) { |
| const auto& iSamplerID = s.first; |
| const auto& iSampler = s.second; |
| |
| dawn::SamplerDescriptor desc = utils::GetDefaultSamplerDescriptor(); |
| // TODO: wrap modes |
| |
| switch (iSampler.magFilter) { |
| case gl::Nearest: |
| desc.magFilter = dawn::FilterMode::Nearest; |
| break; |
| case gl::Linear: |
| desc.magFilter = dawn::FilterMode::Linear; |
| break; |
| default: |
| fprintf(stderr, "unsupported magFilter %d\n", iSampler.magFilter); |
| break; |
| } |
| switch (iSampler.minFilter) { |
| case gl::Nearest: |
| case gl::NearestMipmapNearest: |
| case gl::NearestMipmapLinear: |
| desc.minFilter = dawn::FilterMode::Nearest; |
| break; |
| case gl::Linear: |
| case gl::LinearMipmapNearest: |
| case gl::LinearMipmapLinear: |
| desc.minFilter = dawn::FilterMode::Linear; |
| break; |
| default: |
| fprintf(stderr, "unsupported minFilter %d\n", iSampler.magFilter); |
| break; |
| } |
| switch (iSampler.minFilter) { |
| case gl::NearestMipmapNearest: |
| case gl::LinearMipmapNearest: |
| desc.mipmapFilter = dawn::FilterMode::Nearest; |
| break; |
| case gl::NearestMipmapLinear: |
| case gl::LinearMipmapLinear: |
| desc.mipmapFilter = dawn::FilterMode::Linear; |
| break; |
| } |
| |
| samplers[iSamplerID] = device.CreateSampler(&desc); |
| } |
| } |
| |
| void initTextures() { |
| for (const auto& t : scene.textures) { |
| const auto& iTextureID = t.first; |
| const auto& iTexture = t.second; |
| const auto& iImage = scene.images[iTexture.source]; |
| |
| dawn::TextureFormat format = dawn::TextureFormat::R8G8B8A8Unorm; |
| switch (iTexture.format) { |
| case gl::RGBA: |
| format = dawn::TextureFormat::R8G8B8A8Unorm; |
| break; |
| default: |
| fprintf(stderr, "unsupported texture format %d\n", iTexture.format); |
| continue; |
| } |
| |
| dawn::TextureDescriptor descriptor; |
| descriptor.dimension = dawn::TextureDimension::e2D; |
| descriptor.size.width = iImage.width; |
| descriptor.size.height = iImage.height; |
| descriptor.size.depth = 1; |
| descriptor.arrayLayerCount = 1; |
| descriptor.sampleCount = 1; |
| descriptor.format = format; |
| descriptor.mipLevelCount = 1; |
| descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled; |
| auto oTexture = device.CreateTexture(&descriptor); |
| // TODO: release this texture |
| |
| const uint8_t* origData = iImage.image.data(); |
| const uint8_t* data = nullptr; |
| std::vector<uint8_t> newData; |
| |
| uint32_t width = static_cast<uint32_t>(iImage.width); |
| uint32_t height = static_cast<uint32_t>(iImage.height); |
| uint32_t rowSize = width * 4; |
| uint32_t rowPitch = Align(rowSize, kTextureRowPitchAlignment); |
| |
| if (iImage.component == 3 || iImage.component == 4) { |
| if (rowSize != rowPitch || iImage.component == 3) { |
| newData.resize(rowPitch * height); |
| uint32_t pixelsPerRow = rowPitch / 4; |
| for (uint32_t y = 0; y < height; ++y) { |
| for (uint32_t x = 0; x < width; ++x) { |
| size_t oldIndex = x + y * height; |
| size_t newIndex = x + y * pixelsPerRow; |
| if (iImage.component == 4) { |
| newData[4 * newIndex + 0] = origData[4 * oldIndex + 0]; |
| newData[4 * newIndex + 1] = origData[4 * oldIndex + 1]; |
| newData[4 * newIndex + 2] = origData[4 * oldIndex + 2]; |
| newData[4 * newIndex + 3] = origData[4 * oldIndex + 3]; |
| } else if (iImage.component == 3) { |
| newData[4 * newIndex + 0] = origData[3 * oldIndex + 0]; |
| newData[4 * newIndex + 1] = origData[3 * oldIndex + 1]; |
| newData[4 * newIndex + 2] = origData[3 * oldIndex + 2]; |
| newData[4 * newIndex + 3] = 255; |
| } |
| } |
| } |
| data = newData.data(); |
| } else { |
| data = origData; |
| } |
| } else { |
| fprintf(stderr, "unsupported image.component %d\n", iImage.component); |
| } |
| |
| dawn::Buffer staging = utils::CreateBufferFromData(device, data, rowPitch * iImage.height, dawn::BufferUsageBit::TransferSrc); |
| dawn::BufferCopyView bufferCopyView = |
| utils::CreateBufferCopyView(staging, 0, rowPitch, 0); |
| dawn::TextureCopyView textureCopyView = |
| utils::CreateTextureCopyView(oTexture, 0, 0, {0, 0, 0}); |
| dawn::Extent3D copySize = {iImage.width, iImage.height, 1}; |
| |
| dawn::CommandEncoder encoder = device.CreateCommandEncoder(); |
| encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size); |
| |
| dawn::CommandBuffer cmdbuf = encoder.Finish(); |
| queue.Submit(1, &cmdbuf); |
| |
| textures[iTextureID] = oTexture.CreateDefaultTextureView(); |
| } |
| } |
| |
| void init() { |
| device = CreateCppDawnDevice(); |
| |
| queue = device.CreateQueue(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), |
| dawn::TextureUsageBit::OutputAttachment, 640, 480); |
| |
| depthStencilView = CreateDefaultDepthStencilView(device); |
| |
| initBuffers(); |
| initSamplers(); |
| initTextures(); |
| } |
| } |
| |
| // Drawing |
| namespace { |
| void drawMesh(dawn::RenderPassEncoder& pass, const tinygltf::Mesh& iMesh, const glm::mat4& model) { |
| for (const auto& iPrim : iMesh.primitives) { |
| if (iPrim.mode != gl::Triangles) { |
| fprintf(stderr, "unsupported primitive mode %d\n", iPrim.mode); |
| continue; |
| } |
| |
| u_transform_block transforms = { |
| (projection * camera.view() * model), |
| glm::inverseTranspose(model), |
| }; |
| |
| size_t strides[3] = {0}; |
| for (const auto& s : slotSemantics) { |
| if (s.first < 3) { |
| auto it = iPrim.attributes.find(s.second); |
| if (it == iPrim.attributes.end()) { |
| continue; |
| } |
| const auto& iAccessorName = it->second; |
| strides[s.first] = scene.accessors.at(iAccessorName).byteStride; |
| } |
| } |
| const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]); |
| pass.SetPipeline(material.pipeline); |
| pass.SetBindGroup(0, material.bindGroup0); |
| pass.SetPushConstants(dawn::ShaderStageBit::Vertex, |
| 0, sizeof(u_transform_block) / sizeof(uint32_t), |
| reinterpret_cast<const uint32_t*>(&transforms)); |
| |
| uint32_t vertexCount = 0; |
| for (const auto& s : slotSemantics) { |
| uint32_t slot = s.first; |
| auto it = iPrim.attributes.find(s.second); |
| if (it == iPrim.attributes.end()) { |
| uint32_t zero = 0; |
| pass.SetVertexBuffers(slot, 1, &defaultBuffer, &zero); |
| continue; |
| } |
| const auto& iAccessor = scene.accessors.at(it->second); |
| if (iAccessor.componentType != gl::Float || |
| (iAccessor.type != TINYGLTF_TYPE_VEC4 && iAccessor.type != TINYGLTF_TYPE_VEC3 && iAccessor.type != TINYGLTF_TYPE_VEC2)) { |
| fprintf(stderr, "unsupported vertex accessor component type %d and type %d\n", iAccessor.componentType, iAccessor.type); |
| continue; |
| } |
| |
| if (vertexCount == 0) { |
| vertexCount = static_cast<uint32_t>(iAccessor.count); |
| } |
| const auto& oBuffer = buffers.at(iAccessor.bufferView); |
| uint32_t iBufferOffset = static_cast<uint32_t>(iAccessor.byteOffset); |
| pass.SetVertexBuffers(slot, 1, &oBuffer, &iBufferOffset); |
| } |
| |
| if (!iPrim.indices.empty()) { |
| const auto& iIndices = scene.accessors.at(iPrim.indices); |
| // DrawElements |
| if (iIndices.componentType != gl::UnsignedShort || iIndices.type != TINYGLTF_TYPE_SCALAR) { |
| fprintf(stderr, "unsupported index accessor component type %d and type %d\n", iIndices.componentType, iIndices.type); |
| continue; |
| } |
| const auto& oIndicesBuffer = buffers.at(iIndices.bufferView); |
| pass.SetIndexBuffer(oIndicesBuffer, static_cast<uint32_t>(iIndices.byteOffset)); |
| pass.DrawIndexed(static_cast<uint32_t>(iIndices.count), 1, 0, 0, 0); |
| } else { |
| // DrawArrays |
| pass.Draw(vertexCount, 1, 0, 0); |
| } |
| } |
| } |
| |
| void drawNode(dawn::RenderPassEncoder& pass, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) { |
| glm::mat4 model; |
| if (node.matrix.size() == 16) { |
| model = glm::make_mat4(node.matrix.data()); |
| } else { |
| if (node.scale.size() == 3) { |
| glm::vec3 scale = glm::make_vec3(node.scale.data()); |
| model = glm::scale(model, scale); |
| } |
| if (node.rotation.size() == 4) { |
| glm::quat rotation = glm::make_quat(node.rotation.data()); |
| model = glm::mat4_cast(rotation) * model; |
| } |
| if (node.translation.size() == 3) { |
| glm::vec3 translation = glm::make_vec3(node.translation.data()); |
| model = glm::translate(model, translation); |
| } |
| } |
| model = parent * model; |
| |
| for (const auto& meshID : node.meshes) { |
| drawMesh(pass, scene.meshes[meshID], model); |
| } |
| for (const auto& child : node.children) { |
| drawNode(pass, scene.nodes.at(child), model); |
| } |
| } |
| |
| void frame() { |
| dawn::Texture backbuffer; |
| dawn::RenderPassDescriptor renderPass; |
| GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); |
| |
| const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene); |
| dawn::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass); |
| for (const auto& n : defaultSceneNodes) { |
| const auto& node = scene.nodes.at(n); |
| drawNode(pass, node); |
| } |
| pass.EndPass(); |
| } |
| |
| dawn::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| |
| swapchain.Present(backbuffer); |
| DoFlush(); |
| } |
| } |
| |
| // Mouse camera control |
| namespace { |
| bool buttons[GLFW_MOUSE_BUTTON_LAST + 1] = {0}; |
| |
| void mouseButtonCallback(GLFWwindow*, int button, int action, int) { |
| buttons[button] = (action == GLFW_PRESS); |
| } |
| |
| void cursorPosCallback(GLFWwindow*, double mouseX, double mouseY) { |
| static double oldX, oldY; |
| float dX = static_cast<float>(mouseX - oldX); |
| float dY = static_cast<float>(mouseY - oldY); |
| oldX = mouseX; |
| oldY = mouseY; |
| |
| if (buttons[2] || (buttons[0] && buttons[1])) { |
| camera.pan(-dX * 0.002f, dY * 0.002f); |
| } else if (buttons[0]) { |
| camera.rotate(dX * 0.01f, dY * 0.01f); |
| } else if (buttons[1]) { |
| camera.zoom(dY * -0.005f); |
| } |
| } |
| |
| void scrollCallback(GLFWwindow*, double, double yoffset) { |
| camera.zoom(static_cast<float>(yoffset) * 0.04f); |
| } |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitSample(argc, argv)) { |
| return 1; |
| } |
| if (argc < 2) { |
| fprintf(stderr, "Usage: %s model.gltf [... Dawn Options]\n", argv[0]); |
| return 1; |
| } |
| |
| tinygltf::TinyGLTFLoader loader; |
| std::string err; |
| std::string input_filename(argv[1]); |
| std::string ext = getFilePathExtension(input_filename); |
| |
| bool ret = false; |
| if (ext.compare("glb") == 0) { |
| // assume binary glTF. |
| ret = loader.LoadBinaryFromFile(&scene, &err, input_filename.c_str()); |
| } else { |
| // assume ascii glTF. |
| ret = loader.LoadASCIIFromFile(&scene, &err, input_filename.c_str()); |
| } |
| if (!err.empty()) { |
| fprintf(stderr, "ERR: %s\n", err.c_str()); |
| } |
| if (!ret) { |
| fprintf(stderr, "Failed to load .glTF : %s\n", argv[1]); |
| exit(-1); |
| } |
| |
| init(); |
| |
| GLFWwindow* window = GetGLFWWindow(); |
| glfwSetMouseButtonCallback(window, mouseButtonCallback); |
| glfwSetCursorPosCallback(window, cursorPosCallback); |
| glfwSetScrollCallback(window, scrollCallback); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |