| // 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/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::ComboRenderPipelineDescriptor2 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.CreateRenderPipeline2(&descriptor); |
| } |
| |
| { |
| utils::ComboRenderPipelineDescriptor2 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.CreateRenderPipeline2(&descriptor); |
| } |
| |
| { |
| utils::ComboRenderPipelineDescriptor2 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.CreateRenderPipeline2(&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()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |