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// 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::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()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}