// MIT License // // Copyright (C) 2018-2023, Tellusim Technologies Inc. https://tellusim.com/ // // 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 #include #include #include #include /* */ using namespace Tellusim; /* */ int32_t main(int32_t argc, char **argv) { DECLARE_WINDOW // create window String title = String::format("%s Tellusim::Transparency", window.getPlatformName()); if(!window.create(title) || !window.setHidden(false)) return 1; // number of instances constexpr uint32_t num_instances = 16; // structures struct CommonParameters { Matrix4x4f projection; Matrix4x4f modelview; Matrix4x4f transform; Vector4f camera; Vector4f color; uint32_t stride; uint32_t size; }; // create device Device device(window); if(!device) return 1; // create render pipeline Pipeline render_pipeline = device.createPipeline(); render_pipeline.setUniformMask(0, Shader::MaskVertex | Shader::MaskFragment); render_pipeline.setStorageMasks(0, 2, Shader::MaskFragment); render_pipeline.addAttribute(Pipeline::AttributePosition, FormatRGBf32, 0, sizeof(float32_t) * 0, sizeof(float32_t) * 8); render_pipeline.addAttribute(Pipeline::AttributeNormal, FormatRGBf32, 0, sizeof(float32_t) * 3, sizeof(float32_t) * 8); render_pipeline.setDepthFormat(window.getDepthFormat()); if(!render_pipeline.loadShaderGLSL(Shader::TypeVertex, "main.shader", "RENDER_TARGET=1; VERTEX_SHADER=1")) return 1; if(!render_pipeline.loadShaderGLSL(Shader::TypeFragment, "main.shader", "RENDER_TARGET=1; FRAGMENT_SHADER=1")) return 1; if(!render_pipeline.create()) return 1; // create window pipeline Pipeline window_pipeline = device.createPipeline(); window_pipeline.setUniformMask(0, Shader::MaskFragment); window_pipeline.setStorageMasks(0, 2, Shader::MaskFragment); window_pipeline.setColorFormat(window.getColorFormat()); window_pipeline.setDepthFormat(window.getDepthFormat()); if(!window_pipeline.loadShaderGLSL(Shader::TypeVertex, "main.shader", "VERTEX_SHADER=1")) return 1; if(!window_pipeline.loadShaderGLSL(Shader::TypeFragment, "main.shader", "FRAGMENT_SHADER=1")) return 1; if(!window_pipeline.create()) return 1; // render resources Texture depth_texture; Buffer index_buffer, color_buffer; // create dodeca geometry #include "main_dodeca.h" Buffer dodeca_vertex_buffer = device.createBuffer(Buffer::FlagVertex, dodeca_vertices, sizeof(float32_t) * num_dodeca_vertices); Buffer dodeca_index_buffer = device.createBuffer(Buffer::FlagIndex, dodeca_indices, sizeof(uint32_t) * num_dodeca_indices); if(!dodeca_vertex_buffer || !dodeca_index_buffer) return 1; // create targets Target render_target = device.createTarget(); Target window_target = device.createTarget(window); // main loop DECLARE_GLOBAL window.run([&]() -> bool { DECLARE_COMMON using Tellusim::sin; using Tellusim::cos; Window::update(); if(!window.render()) return false; // window title if(fps > 0.0f) window.setTitle(String::format("%s %.1f FPS", title.get(), fps)); // window size uint32_t width = window.getWidth(); uint32_t height = window.getHeight(); uint32_t stride = align(width, 64u); uint32_t size = stride * height * 2; // common parameters CommonParameters common_parameters; common_parameters.camera = Vector4f(7.0f, 0.0f, 1.0f, 0.0f); common_parameters.projection = Matrix4x4f::perspective(60.0f, (float32_t)width / height, 0.1f, 1000.0f); common_parameters.modelview = Matrix4x4f::lookAt(Vector3f(common_parameters.camera), Vector3f(0.0f, 0.0f, 0.0f), Vector3f(0.0f, 0.0f, 1.0f)); if(window_target.isFlipped()) common_parameters.projection = Matrix4x4f::scale(1.0f, -1.0f, 1.0f) * common_parameters.projection; common_parameters.stride = stride; common_parameters.size = size; // create render buffers if(!depth_texture || depth_texture.getWidth() != width || depth_texture.getHeight() != height) { device.releaseTexture(depth_texture); device.releaseBuffer(index_buffer); device.releaseBuffer(color_buffer); depth_texture = device.createTexture2D(window.getDepthFormat(), width, height, Texture::FlagTarget); index_buffer = device.createBuffer(Buffer::FlagStorage, sizeof(uint32_t) * stride * (height + 1)); color_buffer = device.createBuffer(Buffer::FlagStorage, sizeof(Vector4f) * size); } // clear index buffer if(!device.clearBuffer(index_buffer)) return 1; // flush buffers device.flushBuffers({ index_buffer, color_buffer }); // render target render_target.setDepthTexture(depth_texture); render_target.begin(); { // create command list Command command = device.createCommand(render_target); // set render pipeline command.setPipeline(render_pipeline); // set render buffers command.setStorageBuffers(0, { index_buffer, color_buffer }); command.setVertexBuffer(0, dodeca_vertex_buffer); command.setIndexBuffer(FormatRu32, dodeca_index_buffer); // draw outer instances for(uint32_t i = 0; i < num_instances; i++) { float32_t color = i * 1.5f; float32_t angle = i * 360.0f / num_instances + time * 8.0f; common_parameters.transform = Matrix4x4f::rotateX(sin(time) * 16.0f) * Matrix4x4f::rotateZ(angle) * Matrix4x4f::translate(4.0f, 0.0f, 0.0f) * Matrix4x4f::rotateY(-angle * 4.0f); common_parameters.color = Vector4f(cos(0.0f + color), cos(Pi05 + color), cos(Pi + color), 0.0f) * 0.5f + 0.5f; command.setUniform(0, common_parameters); command.drawElements(num_dodeca_indices); } // draw inner instances for(uint32_t i = 0; i < 2; i++) { float32_t color = i * 3.0f + time; float32_t sign = (i) ? 1.0f : -1.0f; float32_t scale = 3.0f + sin(time + i) * sign; common_parameters.transform = Matrix4x4f::rotateZ(time * 16.0f * sign) * Matrix4x4f::scale(scale); common_parameters.color = Vector4f(cos(0.0f + color), cos(Pi05 + color), cos(Pi + color), 0.0f) * 0.5f + 0.5f; command.setUniform(0, common_parameters); command.drawElements(num_dodeca_indices); } } render_target.end(); // flush buffers device.flushBuffers({ index_buffer, color_buffer }); // window target window_target.begin(); { // create command list Command command = device.createCommand(window_target); // blend layers command.setPipeline(window_pipeline); command.setUniform(0, common_parameters); command.setStorageBuffers(0, { index_buffer, color_buffer }); command.drawArrays(3); } window_target.end(); if(!window.present()) return false; if(!device.check()) return false; return true; }); // finish context window.finish(); return 0; }