| // 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 <cstdio> |
| #include <cstdlib> |
| #include <vector> |
| |
| wgpu::Device device; |
| wgpu::Queue queue; |
| wgpu::SwapChain swapchain; |
| wgpu::RenderPipeline pipeline; |
| wgpu::BindGroup bindGroup; |
| wgpu::Buffer ubo; |
| |
| float RandomFloat(float min, float max) { |
| float zeroOne = rand() / float(RAND_MAX); |
| return zeroOne * (max - min) + min; |
| } |
| |
| constexpr size_t kNumTriangles = 10000; |
| |
| struct alignas(kMinDynamicBufferOffsetAlignment) ShaderData { |
| float scale; |
| float time; |
| float offsetX; |
| float offsetY; |
| float scalar; |
| float scalarOffset; |
| }; |
| |
| static std::vector<ShaderData> shaderData; |
| |
| void init() { |
| device = CreateCppDawnDevice(); |
| |
| queue = device.GetQueue(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment, |
| 640, 480); |
| |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( |
| [[block]] struct Constants { |
| scale : f32; |
| time : f32; |
| offsetX : f32; |
| offsetY : f32; |
| scalar : f32; |
| scalarOffset : f32; |
| }; |
| [[set(0), binding(0)]] var<uniform> c : Constants; |
| |
| struct VertexOut { |
| [[location(0)]] v_color : vec4<f32>; |
| [[builtin(position)]] Position : vec4<f32>; |
| }; |
| |
| [[stage(vertex)]] fn main([[builtin(vertex_idx)]] VertexIndex : u32) -> VertexOut { |
| var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>( |
| vec4<f32>( 0.0, 0.1, 0.0, 1.0), |
| vec4<f32>(-0.1, -0.1, 0.0, 1.0), |
| vec4<f32>( 0.1, -0.1, 0.0, 1.0) |
| ); |
| |
| var colors : array<vec4<f32>, 3> = array<vec4<f32>, 3>( |
| vec4<f32>(1.0, 0.0, 0.0, 1.0), |
| vec4<f32>(0.0, 1.0, 0.0, 1.0), |
| vec4<f32>(0.0, 0.0, 1.0, 1.0) |
| ); |
| |
| var position : vec4<f32> = positions[VertexIndex]; |
| var color : vec4<f32> = colors[VertexIndex]; |
| |
| // TODO(dawn:572): Revisit once modf has been reworked in WGSL. |
| var fade : f32 = c.scalarOffset + c.time * c.scalar / 10.0; |
| fade = fade - floor(fade); |
| if (fade < 0.5) { |
| fade = fade * 2.0; |
| } else { |
| fade = (1.0 - fade) * 2.0; |
| } |
| |
| var xpos : f32 = position.x * c.scale; |
| var ypos : f32 = position.y * c.scale; |
| let angle : f32 = 3.14159 * 2.0 * fade; |
| let xrot : f32 = xpos * cos(angle) - ypos * sin(angle); |
| let yrot : f32 = xpos * sin(angle) + ypos * cos(angle); |
| xpos = xrot + c.offsetX; |
| ypos = yrot + c.offsetY; |
| |
| var output : VertexOut; |
| output.v_color = vec4<f32>(fade, 1.0 - fade, 0.0, 1.0) + color; |
| output.Position = vec4<f32>(xpos, ypos, 0.0, 1.0); |
| return output; |
| })"); |
| |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( |
| [[stage(fragment)]] fn main([[location(0)]] v_color : vec4<f32>) |
| -> [[location(0)]] vec4<f32> { |
| return v_color; |
| })"); |
| |
| wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform, true}}); |
| |
| utils::ComboRenderPipelineDescriptor descriptor; |
| descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); |
| descriptor.vertex.module = vsModule; |
| descriptor.cFragment.module = fsModule; |
| descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| |
| shaderData.resize(kNumTriangles); |
| for (auto& data : shaderData) { |
| data.scale = RandomFloat(0.2f, 0.4f); |
| data.time = 0.0; |
| data.offsetX = RandomFloat(-0.9f, 0.9f); |
| data.offsetY = RandomFloat(-0.9f, 0.9f); |
| data.scalar = RandomFloat(0.5f, 2.0f); |
| data.scalarOffset = RandomFloat(0.0f, 10.0f); |
| } |
| |
| wgpu::BufferDescriptor bufferDesc; |
| bufferDesc.size = kNumTriangles * sizeof(ShaderData); |
| bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; |
| ubo = device.CreateBuffer(&bufferDesc); |
| |
| bindGroup = utils::MakeBindGroup(device, bgl, {{0, ubo, 0, sizeof(ShaderData)}}); |
| } |
| |
| void frame() { |
| wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); |
| |
| static int f = 0; |
| f++; |
| for (auto& data : shaderData) { |
| data.time = f / 60.0f; |
| } |
| queue.WriteBuffer(ubo, 0, shaderData.data(), kNumTriangles * sizeof(ShaderData)); |
| |
| utils::ComboRenderPassDescriptor renderPass({backbufferView}); |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); |
| pass.SetPipeline(pipeline); |
| |
| for (size_t i = 0; i < kNumTriangles; i++) { |
| uint32_t offset = i * sizeof(ShaderData); |
| pass.SetBindGroup(0, bindGroup, 1, &offset); |
| pass.Draw(3); |
| } |
| |
| pass.EndPass(); |
| } |
| |
| wgpu::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| swapchain.Present(); |
| DoFlush(); |
| fprintf(stderr, "frame %i\n", f); |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitSample(argc, argv)) { |
| return 1; |
| } |
| init(); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |