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vertex_buffer.cpp
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vertex_buffer.cpp
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <donut/app/ApplicationBase.h>
#include <donut/engine/ShaderFactory.h>
#include <donut/engine/TextureCache.h>
#include <donut/engine/CommonRenderPasses.h>
#include <donut/app/DeviceManager.h>
#include <donut/core/log.h>
#include <donut/core/vfs/VFS.h>
#include <nvrhi/utils.h>
using namespace donut;
static const char* g_WindowTitle = "Donut Example: Vertex Buffer";
struct Vertex
{
math::float3 position;
math::float2 uv;
};
static const Vertex g_Vertices[] = {
{ {-0.5f, 0.5f, -0.5f}, {0.0f, 0.0f} }, // front face
{ { 0.5f, -0.5f, -0.5f}, {1.0f, 1.0f} },
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f} },
{ { 0.5f, 0.5f, -0.5f}, {1.0f, 0.0f} },
{ { 0.5f, -0.5f, -0.5f}, {0.0f, 1.0f} }, // right side face
{ { 0.5f, 0.5f, 0.5f}, {1.0f, 0.0f} },
{ { 0.5f, -0.5f, 0.5f}, {1.0f, 1.0f} },
{ { 0.5f, 0.5f, -0.5f}, {0.0f, 0.0f} },
{ {-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f} }, // left side face
{ {-0.5f, -0.5f, -0.5f}, {1.0f, 1.0f} },
{ {-0.5f, -0.5f, 0.5f}, {0.0f, 1.0f} },
{ {-0.5f, 0.5f, -0.5f}, {1.0f, 0.0f} },
{ { 0.5f, 0.5f, 0.5f}, {0.0f, 0.0f} }, // back face
{ {-0.5f, -0.5f, 0.5f}, {1.0f, 1.0f} },
{ { 0.5f, -0.5f, 0.5f}, {0.0f, 1.0f} },
{ {-0.5f, 0.5f, 0.5f}, {1.0f, 0.0f} },
{ {-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f} }, // top face
{ { 0.5f, 0.5f, 0.5f}, {1.0f, 0.0f} },
{ { 0.5f, 0.5f, -0.5f}, {1.0f, 1.0f} },
{ {-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f} },
{ { 0.5f, -0.5f, 0.5f}, {1.0f, 1.0f} }, // bottom face
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f} },
{ { 0.5f, -0.5f, -0.5f}, {1.0f, 0.0f} },
{ {-0.5f, -0.5f, 0.5f}, {0.0f, 1.0f} },
};
static const uint32_t g_Indices[] = {
0, 1, 2, 0, 3, 1, // front face
4, 5, 6, 4, 7, 5, // left face
8, 9, 10, 8, 11, 9, // right face
12, 13, 14, 12, 15, 13, // back face
16, 17, 18, 16, 19, 17, // top face
20, 21, 22, 20, 23, 21, // bottom face
};
constexpr uint32_t c_NumViews = 4;
static const math::float3 g_RotationAxes[c_NumViews] = {
math::float3(1.f, 0.f, 0.f),
math::float3(0.f, 1.f, 0.f),
math::float3(0.f, 0.f, 1.f),
math::float3(1.f, 1.f, 1.f),
};
class VertexBuffer : public app::IRenderPass
{
private:
nvrhi::ShaderHandle m_VertexShader;
nvrhi::ShaderHandle m_PixelShader;
nvrhi::BufferHandle m_ConstantBuffer;
nvrhi::BufferHandle m_VertexBuffer;
nvrhi::BufferHandle m_IndexBuffer;
nvrhi::TextureHandle m_Texture;
nvrhi::InputLayoutHandle m_InputLayout;
nvrhi::BindingLayoutHandle m_BindingLayout;
nvrhi::BindingSetHandle m_BindingSets[c_NumViews];
nvrhi::GraphicsPipelineHandle m_Pipeline;
nvrhi::CommandListHandle m_CommandList;
float m_Rotation = 0.f;
public:
using IRenderPass::IRenderPass;
// This example uses a single large constant buffer with multiple views to draw multiple versions of the same model.
// The alignment and size of partially bound constant buffers must be a multiple of 256 bytes,
// so define a struct that represents one constant buffer entry or slice for one draw call.
struct ConstantBufferEntry
{
dm::float4x4 viewProjMatrix;
float padding[16*3];
};
static_assert(sizeof(ConstantBufferEntry) == nvrhi::c_ConstantBufferOffsetSizeAlignment, "sizeof(ConstantBufferEntry) must be 256 bytes");
bool Init()
{
auto nativeFS = std::make_shared<vfs::NativeFileSystem>();
std::filesystem::path frameworkShaderPath = app::GetDirectoryWithExecutable() / "shaders/framework" / app::GetShaderTypeName(GetDevice()->getGraphicsAPI());
std::filesystem::path appShaderPath = app::GetDirectoryWithExecutable() / "shaders/vertex_buffer" / app::GetShaderTypeName(GetDevice()->getGraphicsAPI());
std::shared_ptr<vfs::RootFileSystem> rootFS = std::make_shared<vfs::RootFileSystem>();
rootFS->mount("/shaders/donut", frameworkShaderPath);
rootFS->mount("/shaders/app", appShaderPath);
std::shared_ptr<engine::ShaderFactory> shaderFactory = std::make_shared<engine::ShaderFactory>(GetDevice(), rootFS, "/shaders");
m_VertexShader = shaderFactory->CreateShader("app/shaders.hlsl", "main_vs", nullptr, nvrhi::ShaderType::Vertex);
m_PixelShader = shaderFactory->CreateShader("app/shaders.hlsl", "main_ps", nullptr, nvrhi::ShaderType::Pixel);
if (!m_VertexShader || !m_PixelShader)
{
return false;
}
m_ConstantBuffer = GetDevice()->createBuffer(nvrhi::utils::CreateStaticConstantBufferDesc(sizeof(ConstantBufferEntry) * c_NumViews, "ConstantBuffer")
.setInitialState(nvrhi::ResourceStates::ConstantBuffer).setKeepInitialState(true));
nvrhi::VertexAttributeDesc attributes[] = {
nvrhi::VertexAttributeDesc()
.setName("POSITION")
.setFormat(nvrhi::Format::RGB32_FLOAT)
.setOffset(0)
.setBufferIndex(0)
.setElementStride(sizeof(Vertex)),
nvrhi::VertexAttributeDesc()
.setName("UV")
.setFormat(nvrhi::Format::RG32_FLOAT)
.setOffset(0)
.setBufferIndex(1)
.setElementStride(sizeof(Vertex)),
};
m_InputLayout = GetDevice()->createInputLayout(attributes, uint32_t(std::size(attributes)), m_VertexShader);
engine::CommonRenderPasses commonPasses(GetDevice(), shaderFactory);
engine::TextureCache textureCache(GetDevice(), nativeFS, nullptr);
m_CommandList = GetDevice()->createCommandList();
m_CommandList->open();
nvrhi::BufferDesc vertexBufferDesc;
vertexBufferDesc.byteSize = sizeof(g_Vertices);
vertexBufferDesc.isVertexBuffer = true;
vertexBufferDesc.debugName = "VertexBuffer";
vertexBufferDesc.initialState = nvrhi::ResourceStates::CopyDest;
m_VertexBuffer = GetDevice()->createBuffer(vertexBufferDesc);
m_CommandList->beginTrackingBufferState(m_VertexBuffer, nvrhi::ResourceStates::CopyDest);
m_CommandList->writeBuffer(m_VertexBuffer, g_Vertices, sizeof(g_Vertices));
m_CommandList->setPermanentBufferState(m_VertexBuffer, nvrhi::ResourceStates::VertexBuffer);
nvrhi::BufferDesc indexBufferDesc;
indexBufferDesc.byteSize = sizeof(g_Indices);
indexBufferDesc.isIndexBuffer = true;
indexBufferDesc.debugName = "IndexBuffer";
indexBufferDesc.initialState = nvrhi::ResourceStates::CopyDest;
m_IndexBuffer = GetDevice()->createBuffer(indexBufferDesc);
m_CommandList->beginTrackingBufferState(m_IndexBuffer, nvrhi::ResourceStates::CopyDest);
m_CommandList->writeBuffer(m_IndexBuffer, g_Indices, sizeof(g_Indices));
m_CommandList->setPermanentBufferState(m_IndexBuffer, nvrhi::ResourceStates::IndexBuffer);
std::filesystem::path textureFileName = app::GetDirectoryWithExecutable().parent_path() / "media/nvidia-logo.png";
std::shared_ptr<engine::LoadedTexture> texture = textureCache.LoadTextureFromFile(textureFileName, true, nullptr, m_CommandList);
m_Texture = texture->texture;
m_CommandList->close();
GetDevice()->executeCommandList(m_CommandList);
if (!texture->texture)
{
log::error("Couldn't load the texture");
return false;
}
// Create a single binding layout and multiple binding sets, one set per view.
// The different binding sets use different slices of the same constant buffer.
for (uint32_t viewIndex = 0; viewIndex < c_NumViews; ++viewIndex)
{
nvrhi::BindingSetDesc bindingSetDesc;
bindingSetDesc.bindings = {
// Note: using viewIndex to construct a buffer range.
nvrhi::BindingSetItem::ConstantBuffer(0, m_ConstantBuffer, nvrhi::BufferRange(sizeof(ConstantBufferEntry) * viewIndex, sizeof(ConstantBufferEntry))),
// Texutre and sampler are the same for all model views.
nvrhi::BindingSetItem::Texture_SRV(0, m_Texture),
nvrhi::BindingSetItem::Sampler(0, commonPasses.m_AnisotropicWrapSampler)
};
// Create the binding layout (if it's empty -- so, on the first iteration) and the binding set.
if (!nvrhi::utils::CreateBindingSetAndLayout(GetDevice(), nvrhi::ShaderType::All, 0, bindingSetDesc, m_BindingLayout, m_BindingSets[viewIndex]))
{
log::error("Couldn't create the binding set or layout");
return false;
}
}
return true;
}
void Animate(float seconds) override
{
m_Rotation += seconds * 1.1f;
GetDeviceManager()->SetInformativeWindowTitle(g_WindowTitle);
}
void BackBufferResizing() override
{
m_Pipeline = nullptr;
}
void Render(nvrhi::IFramebuffer* framebuffer) override
{
const nvrhi::FramebufferInfoEx& fbinfo = framebuffer->getFramebufferInfo();
if (!m_Pipeline)
{
nvrhi::GraphicsPipelineDesc psoDesc;
psoDesc.VS = m_VertexShader;
psoDesc.PS = m_PixelShader;
psoDesc.inputLayout = m_InputLayout;
psoDesc.bindingLayouts = { m_BindingLayout };
psoDesc.primType = nvrhi::PrimitiveType::TriangleList;
psoDesc.renderState.depthStencilState.depthTestEnable = false;
m_Pipeline = GetDevice()->createGraphicsPipeline(psoDesc, framebuffer);
}
m_CommandList->open();
nvrhi::utils::ClearColorAttachment(m_CommandList, framebuffer, 0, nvrhi::Color(0.f));
// Fill out the constant buffer slices for multiple views of the model.
ConstantBufferEntry modelConstants[c_NumViews];
for (uint32_t viewIndex = 0; viewIndex < c_NumViews; ++viewIndex)
{
math::affine3 viewMatrix = math::rotation(normalize(g_RotationAxes[viewIndex]), m_Rotation)
* math::yawPitchRoll(0.f, math::radians(-30.f), 0.f)
* math::translation(math::float3(0, 0, 2));
math::float4x4 projMatrix = math::perspProjD3DStyle(math::radians(60.f), float(fbinfo.width) / float(fbinfo.height), 0.1f, 10.f);
math::float4x4 viewProjMatrix = math::affineToHomogeneous(viewMatrix) * projMatrix;
modelConstants[viewIndex].viewProjMatrix = viewProjMatrix;
}
// Upload all constant buffer slices at once.
m_CommandList->writeBuffer(m_ConstantBuffer, modelConstants, sizeof(modelConstants));
for (uint32_t viewIndex = 0; viewIndex < c_NumViews; ++viewIndex)
{
nvrhi::GraphicsState state;
// Pick the right binding set for this view.
state.bindings = { m_BindingSets[viewIndex] };
state.indexBuffer = { m_IndexBuffer, nvrhi::Format::R32_UINT, 0 };
// Bind the vertex buffers in reverse order to test the NVRHI implementation of binding slots
state.vertexBuffers = {
{ m_VertexBuffer, 1, offsetof(Vertex, uv) },
{ m_VertexBuffer, 0, offsetof(Vertex, position) }
};
state.pipeline = m_Pipeline;
state.framebuffer = framebuffer;
// Construct the viewport so that all viewports form a grid.
const float width = float(fbinfo.width) * 0.5f;
const float height = float(fbinfo.height) * 0.5f;
const float left = width * float(viewIndex % 2);
const float top = height * float(viewIndex / 2);
const nvrhi::Viewport viewport = nvrhi::Viewport(left, left + width, top, top + height, 0.f, 1.f);
state.viewport.addViewportAndScissorRect(viewport);
// Update the pipeline, bindings, and other state.
m_CommandList->setGraphicsState(state);
// Draw the model.
nvrhi::DrawArguments args;
args.vertexCount = dim(g_Indices);
m_CommandList->drawIndexed(args);
}
m_CommandList->close();
GetDevice()->executeCommandList(m_CommandList);
}
};
#ifdef WIN32
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
#else
int main(int __argc, const char** __argv)
#endif
{
nvrhi::GraphicsAPI api = app::GetGraphicsAPIFromCommandLine(__argc, __argv);
app::DeviceManager* deviceManager = app::DeviceManager::Create(api);
app::DeviceCreationParameters deviceParams;
#ifdef _DEBUG
deviceParams.enableDebugRuntime = true;
deviceParams.enableNvrhiValidationLayer = true;
#endif
if (!deviceManager->CreateWindowDeviceAndSwapChain(deviceParams, g_WindowTitle))
{
log::fatal("Cannot initialize a graphics device with the requested parameters");
return 1;
}
{
VertexBuffer example(deviceManager);
if (example.Init())
{
deviceManager->AddRenderPassToBack(&example);
deviceManager->RunMessageLoop();
deviceManager->RemoveRenderPass(&example);
}
}
deviceManager->Shutdown();
delete deviceManager;
return 0;
}