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Austin Eng376f1c62017-05-30 20:03:44 -04001// Copyright 2017 The NXT 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 "Utils.h"
16
17#include <vector>
18#include <glm/glm/glm.hpp>
19#include <glm/glm/gtc/matrix_transform.hpp>
20#include <glm/glm/gtc/type_ptr.hpp>
21
22nxt::Device device;
23
24nxt::Buffer indexBuffer;
25nxt::Buffer vertexBuffer;
26nxt::Buffer planeBuffer;
27nxt::Buffer cameraBuffer;
28nxt::Buffer transformBuffer[2];
29
30nxt::BindGroup cameraBindGroup;
31nxt::BindGroup bindGroup[2];
32nxt::BindGroup cubeTransformBindGroup[2];
33
34nxt::Queue queue;
35nxt::Pipeline pipeline;
36nxt::Pipeline planePipeline;
37nxt::Pipeline reflectionPipeline;
38nxt::RenderPass renderpass;
39nxt::Framebuffer framebuffer;
40
41void initBuffers() {
42 static const uint32_t indexData[6*6] = {
43 0, 1, 2,
44 0, 2, 3,
45
46 4, 5, 6,
47 4, 6, 7,
48
49 8, 9, 10,
50 8, 10, 11,
51
52 12, 13, 14,
53 12, 14, 15,
54
55 16, 17, 18,
56 16, 18, 19,
57
58 20, 21, 22,
59 20, 22, 23
60 };
Corentin Wallez001c2ea2017-06-05 13:12:16 -040061 indexBuffer = CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
Austin Eng376f1c62017-05-30 20:03:44 -040062
63 static const float vertexData[6 * 4 * 6] = {
64 -1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
65 1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
66 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
67 -1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
68
69 -1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
70 -1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
71 1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
72 1.0, -1.0, -1.0, 1.0, 1.0, 0.0,
73
74 -1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
75 -1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
76 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
77 1.0, 1.0, -1.0, 1.0, 0.0, 1.0,
78
79 -1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
80 1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
81 1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
82 -1.0, -1.0, 1.0, 0.0, 1.0, 0.0,
83
84 1.0, -1.0, -1.0, 0.0, 1.0, 1.0,
85 1.0, 1.0, -1.0, 0.0, 1.0, 1.0,
86 1.0, 1.0, 1.0, 0.0, 1.0, 1.0,
87 1.0, -1.0, 1.0, 0.0, 1.0, 1.0,
88
89 -1.0, -1.0, -1.0, 1.0, 1.0, 1.0,
90 -1.0, -1.0, 1.0, 1.0, 1.0, 1.0,
91 -1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
92 -1.0, 1.0, -1.0, 1.0, 1.0, 1.0
93 };
Corentin Wallez001c2ea2017-06-05 13:12:16 -040094 vertexBuffer = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
Austin Eng376f1c62017-05-30 20:03:44 -040095
96 static const float planeData[6 * 4] = {
97 -2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
98 2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
99 2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
100 -2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
101 };
Corentin Wallez001c2ea2017-06-05 13:12:16 -0400102 planeBuffer = CreateFrozenBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex);
Austin Eng376f1c62017-05-30 20:03:44 -0400103}
104
Austin Eng58c76b32017-06-02 14:31:53 -0400105struct CameraData {
Austin Eng376f1c62017-05-30 20:03:44 -0400106 glm::mat4 view;
107 glm::mat4 proj;
108} cameraData;
109
110void init() {
111 device = CreateCppNXTDevice();
112
113 queue = device.CreateQueueBuilder().GetResult();
114
115 initBuffers();
116
117 nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
118 #version 450
119 layout(set = 0, binding = 0) uniform cameraData {
120 mat4 view;
121 mat4 proj;
122 } camera;
123 layout(set = 0, binding = 1) uniform modelData {
124 mat4 modelMatrix;
125 };
126 layout(location = 0) in vec3 pos;
127 layout(location = 1) in vec3 col;
128 layout(location = 2) out vec3 f_col;
129 void main() {
130 f_col = col;
131 gl_Position = camera.proj * camera.view * modelMatrix * vec4(pos, 1.0);
132 })"
133 );
134
135 nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
136 #version 450
137 layout(location = 2) in vec3 f_col;
138 out vec4 fragColor;
139 void main() {
140 fragColor = vec4(f_col, 1.0);
141 })"
142 );
143
144 nxt::ShaderModule fsReflectionModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
145 #version 450
146 layout(location = 2) in vec3 f_col;
147 out vec4 fragColor;
148 void main() {
149 fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
150 })"
151 );
152
153 auto inputState = device.CreateInputStateBuilder()
154 .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0)
155 .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
156 .SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex)
Austin Eng376f1c62017-05-30 20:03:44 -0400157 .GetResult();
158
159 nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
160 .SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
161 .GetResult();
162
163 nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
164 .SetBindGroupLayout(0, bgl)
165 .GetResult();
166
167 cameraBuffer = device.CreateBufferBuilder()
Austin Eng39c901d2017-06-12 17:33:44 -0400168 .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)
169 .SetInitialUsage(nxt::BufferUsageBit::TransferDst)
Austin Eng58c76b32017-06-02 14:31:53 -0400170 .SetSize(sizeof(CameraData))
Austin Eng376f1c62017-05-30 20:03:44 -0400171 .GetResult();
172
173 glm::mat4 transform(1.0);
Corentin Wallez001c2ea2017-06-05 13:12:16 -0400174 transformBuffer[0] = CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
Austin Eng376f1c62017-05-30 20:03:44 -0400175
176 transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
Corentin Wallez001c2ea2017-06-05 13:12:16 -0400177 transformBuffer[1] = CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
Austin Eng376f1c62017-05-30 20:03:44 -0400178
179 nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
Austin Eng58c76b32017-06-02 14:31:53 -0400180 .SetExtent(0, sizeof(CameraData))
Austin Eng376f1c62017-05-30 20:03:44 -0400181 .GetResult();
182
183 nxt::BufferView transformBufferView[2] = {
184 transformBuffer[0].CreateBufferViewBuilder()
185 .SetExtent(0, sizeof(glm::mat4))
186 .GetResult(),
187 transformBuffer[1].CreateBufferViewBuilder()
188 .SetExtent(0, sizeof(glm::mat4))
189 .GetResult(),
190 };
191
192 bindGroup[0] = device.CreateBindGroupBuilder()
193 .SetLayout(bgl)
194 .SetUsage(nxt::BindGroupUsage::Frozen)
195 .SetBufferViews(0, 1, &cameraBufferView)
196 .SetBufferViews(1, 1, &transformBufferView[0])
197 .GetResult();
198
199 bindGroup[1] = device.CreateBindGroupBuilder()
200 .SetLayout(bgl)
201 .SetUsage(nxt::BindGroupUsage::Frozen)
202 .SetBufferViews(0, 1, &cameraBufferView)
203 .SetBufferViews(1, 1, &transformBufferView[1])
204 .GetResult();
205
206 CreateDefaultRenderPass(device, &renderpass, &framebuffer);
207
208 auto depthStencilState = device.CreateDepthStencilStateBuilder()
Austin Eng10634392017-06-01 11:30:03 -0400209 .SetDepthCompareFunction(nxt::CompareFunction::Less)
210 .SetDepthWriteEnabled(true)
Austin Eng376f1c62017-05-30 20:03:44 -0400211 .GetResult();
212
213 pipeline = device.CreatePipelineBuilder()
214 .SetSubpass(renderpass, 0)
215 .SetLayout(pl)
216 .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
217 .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
218 .SetInputState(inputState)
219 .SetDepthStencilState(depthStencilState)
220 .GetResult();
221
222 auto planeStencilState = device.CreateDepthStencilStateBuilder()
Austin Eng10634392017-06-01 11:30:03 -0400223 .SetDepthCompareFunction(nxt::CompareFunction::Less)
224 .SetDepthWriteEnabled(false)
225 .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Always, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
Austin Eng376f1c62017-05-30 20:03:44 -0400226 .GetResult();
227
228 planePipeline = device.CreatePipelineBuilder()
229 .SetSubpass(renderpass, 0)
230 .SetLayout(pl)
231 .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
232 .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
233 .SetInputState(inputState)
234 .SetDepthStencilState(planeStencilState)
235 .GetResult();
236
237 auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
Austin Eng10634392017-06-01 11:30:03 -0400238 .SetDepthCompareFunction(nxt::CompareFunction::Less)
239 .SetDepthWriteEnabled(true)
240 .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Equal, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
Austin Eng376f1c62017-05-30 20:03:44 -0400241 .GetResult();
242
243 reflectionPipeline = device.CreatePipelineBuilder()
244 .SetSubpass(renderpass, 0)
245 .SetLayout(pl)
246 .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
247 .SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main")
248 .SetInputState(inputState)
249 .SetDepthStencilState(reflectionStencilState)
250 .GetResult();
251
252 cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
253}
254
255struct {uint32_t a; float b;} s;
256void frame() {
257 s.a = (s.a + 1) % 256;
258 s.b += 0.01;
259 if (s.b >= 1.0f) {s.b = 0.0f;}
260 static const uint32_t vertexBufferOffsets[1] = {0};
261
262 cameraData.view = glm::lookAt(
263 glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 8.f * std::cos(glm::radians(s.b * 360.f))),
264 glm::vec3(0.0f, 0.0f, 0.0f),
265 glm::vec3(0.0f, 1.0f, 0.0f)
266 );
267
Austin Eng39c901d2017-06-12 17:33:44 -0400268 cameraBuffer.TransitionUsage(nxt::BufferUsageBit::TransferDst);
Austin Eng58c76b32017-06-02 14:31:53 -0400269 cameraBuffer.SetSubData(0, sizeof(CameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData));
Austin Eng376f1c62017-05-30 20:03:44 -0400270
271 nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
272 .BeginRenderPass(renderpass, framebuffer)
273 .SetPipeline(pipeline)
274 .TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform)
275 .SetBindGroup(0, bindGroup[0])
276 .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
277 .SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
278 .DrawElements(36, 1, 0, 0)
279
Austin Eng10634392017-06-01 11:30:03 -0400280 .SetStencilReference(0x1)
Austin Eng376f1c62017-05-30 20:03:44 -0400281 .SetPipeline(planePipeline)
Austin Eng376f1c62017-05-30 20:03:44 -0400282 .SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
283 .DrawElements(6, 1, 0, 0)
284
285 .SetPipeline(reflectionPipeline)
Austin Eng376f1c62017-05-30 20:03:44 -0400286 .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
287 .SetBindGroup(0, bindGroup[1])
288 .DrawElements(36, 1, 0, 0)
289 .EndRenderPass()
290 .GetResult();
291
292 queue.Submit(1, &commands);
293 DoSwapBuffers();
294}
295
296int main(int argc, const char* argv[]) {
297 if (!InitUtils(argc, argv)) {
298 return 1;
299 }
300 init();
301
302 while (!ShouldQuit()) {
303 frame();
304 USleep(16000);
305 }
306
307 // TODO release stuff
308}