| // 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/ScopedAutoreleasePool.h" | |
| #include "utils/SystemUtils.h" | |
| #include "utils/WGPUHelpers.h" | |
| #include <glm/glm.hpp> | |
| #include <glm/gtc/matrix_transform.hpp> | |
| #include <glm/gtc/type_ptr.hpp> | |
| #include <vector> | |
| wgpu::Device device; | |
| wgpu::Buffer indexBuffer; | |
| wgpu::Buffer vertexBuffer; | |
| wgpu::Buffer planeBuffer; | |
| wgpu::Buffer cameraBuffer; | |
| wgpu::Buffer transformBuffer[2]; | |
| wgpu::BindGroup cameraBindGroup; | |
| wgpu::BindGroup bindGroup[2]; | |
| wgpu::BindGroup cubeTransformBindGroup[2]; | |
| wgpu::Queue queue; | |
| wgpu::SwapChain swapchain; | |
| wgpu::TextureView depthStencilView; | |
| wgpu::RenderPipeline pipeline; | |
| wgpu::RenderPipeline planePipeline; | |
| wgpu::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), wgpu::BufferUsage::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), | |
| wgpu::BufferUsage::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), | |
| wgpu::BufferUsage::Vertex); | |
| } | |
| struct CameraData { | |
| glm::mat4 view; | |
| glm::mat4 proj; | |
| } cameraData; | |
| void init() { | |
| device = CreateCppDawnDevice(); | |
| queue = device.GetQueue(); | |
| swapchain = GetSwapChain(device); | |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment, | |
| 640, 480); | |
| initBuffers(); | |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( | |
| [[block]] struct Camera { | |
| view : mat4x4<f32>; | |
| proj : mat4x4<f32>; | |
| }; | |
| [[group(0), binding(0)]] var<uniform> camera : Camera; | |
| [[block]] struct Model { | |
| matrix : mat4x4<f32>; | |
| }; | |
| [[group(0), binding(1)]] var<uniform> model : Model; | |
| struct VertexOut { | |
| [[location(2)]] f_col : vec3<f32>; | |
| [[builtin(position)]] Position : vec4<f32>; | |
| }; | |
| [[stage(vertex)]] fn main( | |
| [[location(0)]] pos : vec3<f32>, | |
| [[location(1)]] col : vec3<f32>) -> VertexOut { | |
| var output : VertexOut; | |
| output.f_col = col; | |
| output.Position = camera.proj * camera.view * model.matrix * vec4<f32>(pos, 1.0); | |
| return output; | |
| })"); | |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main( | |
| [[location(2)]] f_col : vec3<f32>) -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(f_col, 1.0); | |
| })"); | |
| wgpu::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, R"( | |
| [[stage(fragment)]] fn main( | |
| [[location(2)]] f_col : vec3<f32>) -> [[location(0)]] vec4<f32> { | |
| return vec4<f32>(mix(f_col, vec3<f32>(0.5, 0.5, 0.5), vec3<f32>(0.5, 0.5, 0.5)), 1.0); | |
| })"); | |
| wgpu::VertexAttribute attributes[2]; | |
| attributes[0].shaderLocation = 0; | |
| attributes[0].offset = 0; | |
| attributes[0].format = wgpu::VertexFormat::Float32x3; | |
| attributes[1].shaderLocation = 1; | |
| attributes[1].offset = 3 * sizeof(float); | |
| attributes[1].format = wgpu::VertexFormat::Float32x3; | |
| wgpu::VertexBufferLayout vertexBufferLayout; | |
| vertexBufferLayout.attributeCount = 2; | |
| vertexBufferLayout.attributes = attributes; | |
| vertexBufferLayout.arrayStride = 6 * sizeof(float); | |
| auto bgl = utils::MakeBindGroupLayout( | |
| device, { | |
| {0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}, | |
| {1, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform}, | |
| }); | |
| wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); | |
| wgpu::BufferDescriptor cameraBufDesc; | |
| cameraBufDesc.size = sizeof(CameraData); | |
| cameraBufDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; | |
| cameraBuffer = device.CreateBuffer(&cameraBufDesc); | |
| glm::mat4 transform(1.0); | |
| transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), | |
| wgpu::BufferUsage::Uniform); | |
| transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f)); | |
| transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), | |
| wgpu::BufferUsage::Uniform); | |
| bindGroup[0] = utils::MakeBindGroup( | |
| device, bgl, | |
| {{0, cameraBuffer, 0, sizeof(CameraData)}, {1, transformBuffer[0], 0, sizeof(glm::mat4)}}); | |
| bindGroup[1] = utils::MakeBindGroup( | |
| device, bgl, | |
| {{0, cameraBuffer, 0, sizeof(CameraData)}, {1, transformBuffer[1], 0, sizeof(glm::mat4)}}); | |
| depthStencilView = CreateDefaultDepthStencilView(device); | |
| { | |
| utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.vertex.bufferCount = 1; | |
| descriptor.vertex.buffers = &vertexBufferLayout; | |
| descriptor.layout = pl; | |
| descriptor.cFragment.module = fsModule; | |
| descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); | |
| wgpu::DepthStencilState* depthStencil = | |
| descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); | |
| depthStencil->depthWriteEnabled = true; | |
| depthStencil->depthCompare = wgpu::CompareFunction::Less; | |
| pipeline = device.CreateRenderPipeline(&descriptor); | |
| } | |
| { | |
| utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.vertex.bufferCount = 1; | |
| descriptor.vertex.buffers = &vertexBufferLayout; | |
| descriptor.layout = pl; | |
| descriptor.cFragment.module = fsModule; | |
| descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); | |
| wgpu::DepthStencilState* depthStencil = | |
| descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); | |
| depthStencil->stencilFront.passOp = wgpu::StencilOperation::Replace; | |
| depthStencil->stencilBack.passOp = wgpu::StencilOperation::Replace; | |
| depthStencil->depthCompare = wgpu::CompareFunction::Less; | |
| planePipeline = device.CreateRenderPipeline(&descriptor); | |
| } | |
| { | |
| utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.vertex.module = vsModule; | |
| descriptor.vertex.bufferCount = 1; | |
| descriptor.vertex.buffers = &vertexBufferLayout; | |
| descriptor.layout = pl; | |
| descriptor.cFragment.module = fsReflectionModule; | |
| descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); | |
| wgpu::DepthStencilState* depthStencil = | |
| descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); | |
| depthStencil->stencilFront.compare = wgpu::CompareFunction::Equal; | |
| depthStencil->stencilBack.compare = wgpu::CompareFunction::Equal; | |
| depthStencil->stencilFront.passOp = wgpu::StencilOperation::Replace; | |
| depthStencil->stencilBack.passOp = wgpu::StencilOperation::Replace; | |
| depthStencil->depthWriteEnabled = true; | |
| depthStencil->depthCompare = wgpu::CompareFunction::Less; | |
| reflectionPipeline = device.CreateRenderPipeline(&descriptor); | |
| } | |
| 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; | |
| } | |
| 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)); | |
| queue.WriteBuffer(cameraBuffer, 0, &cameraData, sizeof(CameraData)); | |
| wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); | |
| utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| pass.SetBindGroup(0, bindGroup[0]); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); | |
| pass.DrawIndexed(36); | |
| pass.SetStencilReference(0x1); | |
| pass.SetPipeline(planePipeline); | |
| pass.SetBindGroup(0, bindGroup[0]); | |
| pass.SetVertexBuffer(0, planeBuffer); | |
| pass.DrawIndexed(6); | |
| pass.SetPipeline(reflectionPipeline); | |
| pass.SetVertexBuffer(0, vertexBuffer); | |
| pass.SetBindGroup(0, bindGroup[1]); | |
| pass.DrawIndexed(36); | |
| pass.EndPass(); | |
| } | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| swapchain.Present(); | |
| DoFlush(); | |
| } | |
| int main(int argc, const char* argv[]) { | |
| if (!InitSample(argc, argv)) { | |
| return 1; | |
| } | |
| init(); | |
| while (!ShouldQuit()) { | |
| utils::ScopedAutoreleasePool pool; | |
| frame(); | |
| utils::USleep(16000); | |
| } | |
| // TODO release stuff | |
| } |