1 // Copyright 2017 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 // http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 #include "SampleUtils.h"
16
17 #include "utils/ComboRenderPipelineDescriptor.h"
18 #include "utils/DawnHelpers.h"
19 #include "utils/SystemUtils.h"
20
21 #include <vector>
22 #include <glm/glm.hpp>
23 #include <glm/gtc/matrix_transform.hpp>
24 #include <glm/gtc/type_ptr.hpp>
25
26 dawn::Device device;
27
28 dawn::Buffer indexBuffer;
29 dawn::Buffer vertexBuffer;
30 dawn::Buffer planeBuffer;
31 dawn::Buffer cameraBuffer;
32 dawn::Buffer transformBuffer[2];
33
34 dawn::BindGroup cameraBindGroup;
35 dawn::BindGroup bindGroup[2];
36 dawn::BindGroup cubeTransformBindGroup[2];
37
38 dawn::Queue queue;
39 dawn::SwapChain swapchain;
40 dawn::TextureView depthStencilView;
41 dawn::RenderPipeline pipeline;
42 dawn::RenderPipeline planePipeline;
43 dawn::RenderPipeline reflectionPipeline;
44
initBuffers()45 void initBuffers() {
46 static const uint32_t indexData[6*6] = {
47 0, 1, 2,
48 0, 2, 3,
49
50 4, 5, 6,
51 4, 6, 7,
52
53 8, 9, 10,
54 8, 10, 11,
55
56 12, 13, 14,
57 12, 14, 15,
58
59 16, 17, 18,
60 16, 18, 19,
61
62 20, 21, 22,
63 20, 22, 23
64 };
65 indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index);
66
67 static const float vertexData[6 * 4 * 6] = {
68 -1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
69 1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
70 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
71 -1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
72
73 -1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
74 -1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
75 1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
76 1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
77
78 -1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
79 -1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
80 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
81 1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
82
83 -1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
84 1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
85 1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
86 -1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
87
88 1.0, -1.0, -1.0, 0.0, 1.0, 1.0,
89 1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
90 1.0, 1.0, 1.0, 0.0, 1.0, 1.0,
91 1.0, -1.0, 1.0, 0.0, 1.0, 1.0,
92
93 -1.0, -1.0, -1.0, 1.0, 1.0, 1.0,
94 -1.0, -1.0, 1.0, 1.0, 1.0, 1.0,
95 -1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
96 -1.0, 1.0, -1.0, 1.0, 1.0, 1.0
97 };
98 vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex);
99
100 static const float planeData[6 * 4] = {
101 -2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
102 2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
103 2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
104 -2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
105 };
106 planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData), dawn::BufferUsageBit::Vertex);
107 }
108
109 struct CameraData {
110 glm::mat4 view;
111 glm::mat4 proj;
112 } cameraData;
113
init()114 void init() {
115 device = CreateCppDawnDevice();
116
117 queue = device.CreateQueue();
118 swapchain = GetSwapChain(device);
119 swapchain.Configure(GetPreferredSwapChainTextureFormat(),
120 dawn::TextureUsageBit::OutputAttachment, 640, 480);
121
122 initBuffers();
123
124 dawn::ShaderModule vsModule = utils::CreateShaderModule(device, utils::ShaderStage::Vertex, R"(
125 #version 450
126 layout(set = 0, binding = 0) uniform cameraData {
127 mat4 view;
128 mat4 proj;
129 } camera;
130 layout(set = 0, binding = 1) uniform modelData {
131 mat4 modelMatrix;
132 };
133 layout(location = 0) in vec3 pos;
134 layout(location = 1) in vec3 col;
135 layout(location = 2) out vec3 f_col;
136 void main() {
137 f_col = col;
138 gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
139 })");
140
141 dawn::ShaderModule fsModule =
142 utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
143 #version 450
144 layout(location = 2) in vec3 f_col;
145 layout(location = 0) out vec4 fragColor;
146 void main() {
147 fragColor = vec4(f_col, 1.0);
148 })");
149
150 dawn::ShaderModule fsReflectionModule =
151 utils::CreateShaderModule(device, utils::ShaderStage::Fragment, R"(
152 #version 450
153 layout(location = 2) in vec3 f_col;
154 layout(location = 0) out vec4 fragColor;
155 void main() {
156 fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
157 })");
158
159 utils::ComboVertexInputDescriptor vertexInput;
160 vertexInput.cBuffers[0].attributeCount = 2;
161 vertexInput.cAttributes[0].format = dawn::VertexFormat::Float3;
162 vertexInput.cAttributes[1].shaderLocation = 1;
163 vertexInput.cAttributes[1].offset = 3 * sizeof(float);
164 vertexInput.cAttributes[1].format = dawn::VertexFormat::Float3;
165
166 vertexInput.bufferCount = 1;
167 vertexInput.cBuffers[0].stride = 6 * sizeof(float);
168
169 auto bgl = utils::MakeBindGroupLayout(
170 device, {
171 {0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
172 {1, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
173 });
174
175 dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
176
177 dawn::BufferDescriptor cameraBufDesc;
178 cameraBufDesc.size = sizeof(CameraData);
179 cameraBufDesc.usage = dawn::BufferUsageBit::CopyDst | dawn::BufferUsageBit::Uniform;
180 cameraBuffer = device.CreateBuffer(&cameraBufDesc);
181
182 glm::mat4 transform(1.0);
183 transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
184
185 transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
186 transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
187
188 bindGroup[0] = utils::MakeBindGroup(device, bgl, {
189 {0, cameraBuffer, 0, sizeof(CameraData)},
190 {1, transformBuffer[0], 0, sizeof(glm::mat4)}
191 });
192
193 bindGroup[1] = utils::MakeBindGroup(device, bgl, {
194 {0, cameraBuffer, 0, sizeof(CameraData)},
195 {1, transformBuffer[1], 0, sizeof(glm::mat4)}
196 });
197
198 depthStencilView = CreateDefaultDepthStencilView(device);
199
200 utils::ComboRenderPipelineDescriptor descriptor(device);
201 descriptor.layout = pl;
202 descriptor.cVertexStage.module = vsModule;
203 descriptor.cFragmentStage.module = fsModule;
204 descriptor.vertexInput = &vertexInput;
205 descriptor.depthStencilState = &descriptor.cDepthStencilState;
206 descriptor.cDepthStencilState.format = dawn::TextureFormat::Depth24PlusStencil8;
207 descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
208 descriptor.cDepthStencilState.depthWriteEnabled = true;
209 descriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
210
211 pipeline = device.CreateRenderPipeline(&descriptor);
212
213 utils::ComboRenderPipelineDescriptor pDescriptor(device);
214 pDescriptor.layout = pl;
215 pDescriptor.cVertexStage.module = vsModule;
216 pDescriptor.cFragmentStage.module = fsModule;
217 pDescriptor.vertexInput = &vertexInput;
218 pDescriptor.depthStencilState = &pDescriptor.cDepthStencilState;
219 pDescriptor.cDepthStencilState.format = dawn::TextureFormat::Depth24PlusStencil8;
220 pDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
221 pDescriptor.cDepthStencilState.stencilFront.passOp = dawn::StencilOperation::Replace;
222 pDescriptor.cDepthStencilState.stencilBack.passOp = dawn::StencilOperation::Replace;
223 pDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
224
225 planePipeline = device.CreateRenderPipeline(&pDescriptor);
226
227 utils::ComboRenderPipelineDescriptor rfDescriptor(device);
228 rfDescriptor.layout = pl;
229 rfDescriptor.cVertexStage.module = vsModule;
230 rfDescriptor.cFragmentStage.module = fsReflectionModule;
231 rfDescriptor.vertexInput = &vertexInput;
232 rfDescriptor.depthStencilState = &rfDescriptor.cDepthStencilState;
233 rfDescriptor.cDepthStencilState.format = dawn::TextureFormat::Depth24PlusStencil8;
234 rfDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
235 rfDescriptor.cDepthStencilState.stencilFront.compare = dawn::CompareFunction::Equal;
236 rfDescriptor.cDepthStencilState.stencilBack.compare = dawn::CompareFunction::Equal;
237 rfDescriptor.cDepthStencilState.stencilFront.passOp = dawn::StencilOperation::Replace;
238 rfDescriptor.cDepthStencilState.stencilBack.passOp = dawn::StencilOperation::Replace;
239 rfDescriptor.cDepthStencilState.depthWriteEnabled = true;
240 rfDescriptor.cDepthStencilState.depthCompare = dawn::CompareFunction::Less;
241
242 reflectionPipeline = device.CreateRenderPipeline(&rfDescriptor);
243
244 cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
245 }
246
247 struct {uint32_t a; float b;} s;
frame()248 void frame() {
249 s.a = (s.a + 1) % 256;
250 s.b += 0.01f;
251 if (s.b >= 1.0f) {s.b = 0.0f;}
252 static const uint64_t vertexBufferOffsets[1] = {0};
253
254 cameraData.view = glm::lookAt(
255 glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 8.f * std::cos(glm::radians(s.b * 360.f))),
256 glm::vec3(0.0f, 0.0f, 0.0f),
257 glm::vec3(0.0f, -1.0f, 0.0f)
258 );
259
260 cameraBuffer.SetSubData(0, sizeof(CameraData), &cameraData);
261
262 dawn::Texture backbuffer = swapchain.GetNextTexture();
263 utils::ComboRenderPassDescriptor renderPass({backbuffer.CreateDefaultView()},
264 depthStencilView);
265
266 dawn::CommandEncoder encoder = device.CreateCommandEncoder();
267 {
268 dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
269 pass.SetPipeline(pipeline);
270 pass.SetBindGroup(0, bindGroup[0], 0, nullptr);
271 pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
272 pass.SetIndexBuffer(indexBuffer, 0);
273 pass.DrawIndexed(36, 1, 0, 0, 0);
274
275 pass.SetStencilReference(0x1);
276 pass.SetPipeline(planePipeline);
277 pass.SetBindGroup(0, bindGroup[0], 0, nullptr);
278 pass.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets);
279 pass.DrawIndexed(6, 1, 0, 0, 0);
280
281 pass.SetPipeline(reflectionPipeline);
282 pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
283 pass.SetBindGroup(0, bindGroup[1], 0, nullptr);
284 pass.DrawIndexed(36, 1, 0, 0, 0);
285
286 pass.EndPass();
287 }
288
289 dawn::CommandBuffer commands = encoder.Finish();
290 queue.Submit(1, &commands);
291 swapchain.Present(backbuffer);
292 DoFlush();
293 }
294
main(int argc,const char * argv[])295 int main(int argc, const char* argv[]) {
296 if (!InitSample(argc, argv)) {
297 return 1;
298 }
299 init();
300
301 while (!ShouldQuit()) {
302 frame();
303 utils::USleep(16000);
304 }
305
306 // TODO release stuff
307 }
308