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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 };
Austin Eng5a67d192017-06-01 13:37:47 -040061 indexBuffer = CreateFrozenBufferFromData(device, (void*)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 };
Austin Eng5a67d192017-06-01 13:37:47 -040094 vertexBuffer = CreateFrozenBufferFromData(device, (void*)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 };
Austin Eng5a67d192017-06-01 13:37:47 -0400102 planeBuffer = CreateFrozenBufferFromData(device, (void*)planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex);
Austin Eng376f1c62017-05-30 20:03:44 -0400103}
104
105struct {
106 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()
168 .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
169 .SetInitialUsage(nxt::BufferUsageBit::Mapped)
170 .SetSize(sizeof(cameraData))
171 .GetResult();
172
173 glm::mat4 transform(1.0);
174
175 transformBuffer[0] = device.CreateBufferBuilder()
176 .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
177 .SetInitialUsage(nxt::BufferUsageBit::Mapped)
178 .SetSize(sizeof(glm::mat4))
179 .GetResult();
180 transformBuffer[0].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
181 transformBuffer[0].FreezeUsage(nxt::BufferUsageBit::Uniform);
182
183 transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
184
185 transformBuffer[1] = device.CreateBufferBuilder()
186 .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
187 .SetInitialUsage(nxt::BufferUsageBit::Mapped)
188 .SetSize(sizeof(glm::mat4))
189 .GetResult();
190 transformBuffer[1].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
191 transformBuffer[1].FreezeUsage(nxt::BufferUsageBit::Uniform);
192
193 nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
194 .SetExtent(0, sizeof(cameraData))
195 .GetResult();
196
197 nxt::BufferView transformBufferView[2] = {
198 transformBuffer[0].CreateBufferViewBuilder()
199 .SetExtent(0, sizeof(glm::mat4))
200 .GetResult(),
201 transformBuffer[1].CreateBufferViewBuilder()
202 .SetExtent(0, sizeof(glm::mat4))
203 .GetResult(),
204 };
205
206 bindGroup[0] = device.CreateBindGroupBuilder()
207 .SetLayout(bgl)
208 .SetUsage(nxt::BindGroupUsage::Frozen)
209 .SetBufferViews(0, 1, &cameraBufferView)
210 .SetBufferViews(1, 1, &transformBufferView[0])
211 .GetResult();
212
213 bindGroup[1] = device.CreateBindGroupBuilder()
214 .SetLayout(bgl)
215 .SetUsage(nxt::BindGroupUsage::Frozen)
216 .SetBufferViews(0, 1, &cameraBufferView)
217 .SetBufferViews(1, 1, &transformBufferView[1])
218 .GetResult();
219
220 CreateDefaultRenderPass(device, &renderpass, &framebuffer);
221
222 auto depthStencilState = device.CreateDepthStencilStateBuilder()
Austin Eng10634392017-06-01 11:30:03 -0400223 .SetDepthCompareFunction(nxt::CompareFunction::Less)
224 .SetDepthWriteEnabled(true)
Austin Eng376f1c62017-05-30 20:03:44 -0400225 .GetResult();
226
227 pipeline = device.CreatePipelineBuilder()
228 .SetSubpass(renderpass, 0)
229 .SetLayout(pl)
230 .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
231 .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
232 .SetInputState(inputState)
233 .SetDepthStencilState(depthStencilState)
234 .GetResult();
235
236 auto planeStencilState = device.CreateDepthStencilStateBuilder()
Austin Eng10634392017-06-01 11:30:03 -0400237 .SetDepthCompareFunction(nxt::CompareFunction::Less)
238 .SetDepthWriteEnabled(false)
239 .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Always, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
Austin Eng376f1c62017-05-30 20:03:44 -0400240 .GetResult();
241
242 planePipeline = device.CreatePipelineBuilder()
243 .SetSubpass(renderpass, 0)
244 .SetLayout(pl)
245 .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
246 .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
247 .SetInputState(inputState)
248 .SetDepthStencilState(planeStencilState)
249 .GetResult();
250
251 auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
Austin Eng10634392017-06-01 11:30:03 -0400252 .SetDepthCompareFunction(nxt::CompareFunction::Less)
253 .SetDepthWriteEnabled(true)
254 .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Equal, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
Austin Eng376f1c62017-05-30 20:03:44 -0400255 .GetResult();
256
257 reflectionPipeline = device.CreatePipelineBuilder()
258 .SetSubpass(renderpass, 0)
259 .SetLayout(pl)
260 .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
261 .SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main")
262 .SetInputState(inputState)
263 .SetDepthStencilState(reflectionStencilState)
264 .GetResult();
265
266 cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
267}
268
269struct {uint32_t a; float b;} s;
270void frame() {
271 s.a = (s.a + 1) % 256;
272 s.b += 0.01;
273 if (s.b >= 1.0f) {s.b = 0.0f;}
274 static const uint32_t vertexBufferOffsets[1] = {0};
275
276 cameraData.view = glm::lookAt(
277 glm::vec3(8.f * std::sin(glm::radians(s.b * 360.f)), 2.f, 8.f * std::cos(glm::radians(s.b * 360.f))),
278 glm::vec3(0.0f, 0.0f, 0.0f),
279 glm::vec3(0.0f, 1.0f, 0.0f)
280 );
281
282 cameraBuffer.TransitionUsage(nxt::BufferUsageBit::Mapped);
283 cameraBuffer.SetSubData(0, sizeof(cameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData));
284
285 nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
286 .BeginRenderPass(renderpass, framebuffer)
287 .SetPipeline(pipeline)
288 .TransitionBufferUsage(cameraBuffer, nxt::BufferUsageBit::Uniform)
289 .SetBindGroup(0, bindGroup[0])
290 .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
291 .SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
292 .DrawElements(36, 1, 0, 0)
293
Austin Eng10634392017-06-01 11:30:03 -0400294 .SetStencilReference(0x1)
Austin Eng376f1c62017-05-30 20:03:44 -0400295 .SetPipeline(planePipeline)
Austin Eng376f1c62017-05-30 20:03:44 -0400296 .SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
297 .DrawElements(6, 1, 0, 0)
298
299 .SetPipeline(reflectionPipeline)
Austin Eng376f1c62017-05-30 20:03:44 -0400300 .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
301 .SetBindGroup(0, bindGroup[1])
302 .DrawElements(36, 1, 0, 0)
303 .EndRenderPass()
304 .GetResult();
305
306 queue.Submit(1, &commands);
307 DoSwapBuffers();
308}
309
310int main(int argc, const char* argv[]) {
311 if (!InitUtils(argc, argv)) {
312 return 1;
313 }
314 init();
315
316 while (!ShouldQuit()) {
317 frame();
318 USleep(16000);
319 }
320
321 // TODO release stuff
322}