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coordinate_system.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/imgui_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Coordinate System
*
* Illustrates the coordinate systems used in WebGPU. WebGPU’s coordinate
* systems match DirectX and Metal’s coordinate systems in a graphics pipeline.
* Y-axis is up in normalized device coordinate (NDC): point(-1.0, -1.0) in NDC
* is located at the bottom-left corner of NDC. This example has several options
* for changing relevant pipeline state, and displaying meshes with WebGPU or
* Vulkan style coordinates.
*
* Ref:
* https://gpuweb.github.io/gpuweb/
* https://github.com/gpuweb/gpuweb/issues/416
* https://github.com/SaschaWillems/Vulkan/blob/master/examples/negativeviewportheight/negativeviewportheight.cpp
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* quad_vertex_shader_wgsl;
static const char* quad_fragment_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Coordinate System example
* -------------------------------------------------------------------------- */
// Settings
static struct {
int32_t winding_order;
int32_t cull_mode;
int32_t quad_type;
} settings = {
.winding_order = 1,
.cull_mode = (int32_t)WGPUCullMode_Back,
.quad_type = 1,
};
// The pipeline layout
static WGPUPipelineLayout pipeline_layout = NULL;
// Pipeline
static WGPURenderPipeline pipeline = NULL;
// Render pass descriptor for frame buffer writes
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
// The bind group layout
static WGPUBindGroupLayout bind_group_layout;
static struct {
WGPUBindGroup cw;
WGPUBindGroup ccw;
} bind_groups = {0};
static struct {
texture_t cw;
texture_t ccw;
} textures = {0};
static struct {
wgpu_buffer_t vertices_y_up;
wgpu_buffer_t vertices_y_down;
wgpu_buffer_t indices_ccw;
wgpu_buffer_t indices_cw;
} quad = {0};
// Other variables
static const char* example_title = "Coordinate System";
static bool prepared = false;
static void load_assets(wgpu_context_t* wgpu_context)
{
textures.cw = wgpu_create_texture_from_file(
wgpu_context, "textures/texture_orientation_cw_rgba.png", NULL);
textures.ccw = wgpu_create_texture_from_file(
wgpu_context, "textures/texture_orientation_ccw_rgba.png", NULL);
// Create two quads with different Y orientations
struct vertex_t {
vec3 pos;
vec2 uv;
};
const float ar
= (float)wgpu_context->surface.height / (float)wgpu_context->surface.width;
// WebGPU style (y points upwards)
// clang-format off
struct vertex_t vertices_y_pos[4] = {
{.pos = {-1.0f * ar, -1.0f, 1.0f}, .uv = {0.0f, 1.0f}}, //
{.pos = {-1.0f * ar, 1.0f, 1.0f}, .uv = {0.0f, 0.0f}}, //
{.pos = { 1.0f * ar, 1.0f, 1.0f}, .uv = {1.0f, 0.0f}}, //
{.pos = { 1.0f * ar, -1.0f, 1.0f}, .uv = {1.0f, 1.0f}}, //
};
// clang-format on
// Vulkan style (y points downwards)
// clang-format off
struct vertex_t vertices_y_neg[4] = {
{.pos = {-1.0f * ar, 1.0f, 1.0f}, .uv = {0.0f, 1.0f}}, //
{.pos = {-1.0f * ar, -1.0f, 1.0f}, .uv = {0.0f, 0.0f}}, //
{.pos = { 1.0f * ar, -1.0f, 1.0f}, .uv = {1.0f, 0.0f}}, //
{.pos = { 1.0f * ar, 1.0f, 1.0f}, .uv = {1.0f, 1.0f}}, //
};
// clang-format on
quad.vertices_y_up = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Quad vertices buffer - Y up",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(struct vertex_t) * 4,
.initial.data = vertices_y_pos,
});
quad.vertices_y_down = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Quad vertices buffer - Y down",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(struct vertex_t) * 4,
.initial.data = vertices_y_neg,
});
// Create two set of indices, one for counter clock wise, and one for clock
// wise rendering
static uint32_t indices_ccw[6] = {
2, 1, 0, //
0, 3, 2, //
};
quad.indices_ccw = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Quad indices buffer - CCW",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
.size = sizeof(uint32_t) * 6,
.count = (uint32_t)ARRAY_SIZE(indices_ccw),
.initial.data = indices_ccw,
});
static uint32_t indices_cw[6] = {
0, 1, 2, //
2, 3, 0, //
};
quad.indices_cw = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Quad indices buffer - CW",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
.size = sizeof(uint32_t) * 6,
.count = (uint32_t)ARRAY_SIZE(indices_cw),
.initial.data = indices_cw,
});
}
static void setup_bind_groups(wgpu_context_t* wgpu_context)
{
// Bind group CW
{
WGPUBindGroupEntry bg_entries[2] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0 : Fragment shader texture view */
.binding = 0,
.textureView = textures.cw.view,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1: Fragment shader image sampler */
.binding = 1,
.sampler = textures.cw.sampler,
},
};
bind_groups.cw = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Bind group CW",
.layout = bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
});
ASSERT(bind_groups.cw != NULL);
}
// Bind group CCW
{
WGPUBindGroupEntry bg_entries[2] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0 : Fragment shader texture view */
.binding = 0,
.textureView = textures.ccw.view,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1: Fragment shader image sampler */
.binding = 1,
.sampler = textures.ccw.sampler,
},
};
bind_groups.ccw = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Bind group CCW",
.layout = bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
});
ASSERT(bind_groups.ccw != NULL);
}
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
// Bind group layout
WGPUBindGroupLayoutEntry bgl_entries[2] = {
[0] = (WGPUBindGroupLayoutEntry) {
// Binding 0 : Fragment shader texture view
.binding = 0,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
.storageTexture = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
// Binding 1: Fragment shader image sampler
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
}
};
bind_group_layout = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Bind group layout",
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(bind_group_layout != NULL);
// Create the pipeline layout that is used to generate the rendering pipelines
// that are based on this descriptor set layout
pipeline_layout = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layout,
});
ASSERT(pipeline_layout != NULL);
}
static void setup_render_pass(wgpu_context_t* wgpu_context)
{
/* Color attachment */
render_pass.color_attachments[0] = (WGPURenderPassColorAttachment) {
.view = NULL, /* Assigned later */
.depthSlice = ~0,
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = (WGPUColor) {
.r = 0.0f,
.g = 0.0f,
.b = 0.0f,
.a = 1.0f,
},
};
/* Depth attachment */
wgpu_setup_deph_stencil(wgpu_context, NULL);
/* Render pass descriptor */
render_pass.descriptor = (WGPURenderPassDescriptor){
.label = "Render pass descriptor",
.colorAttachmentCount = 1,
.colorAttachments = render_pass.color_attachments,
.depthStencilAttachment = &wgpu_context->depth_stencil.att_desc,
};
}
static void prepare_pipelines(wgpu_context_t* wgpu_context)
{
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline);
// Primitive state
WGPUPrimitiveState primitive_state = {
.topology = WGPUPrimitiveTopology_TriangleList,
.frontFace
= settings.winding_order == 0 ? WGPUFrontFace_CW : WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_None + settings.cull_mode,
};
// Color target state
WGPUBlendState blend_state = wgpu_create_blend_state(false);
WGPUColorTargetState color_target_state = (WGPUColorTargetState){
.format = wgpu_context->swap_chain.format,
.blend = &blend_state,
.writeMask = WGPUColorWriteMask_All,
};
// Depth stencil state
WGPUDepthStencilState depth_stencil_state
= wgpu_create_depth_stencil_state(&(create_depth_stencil_state_desc_t){
.format = WGPUTextureFormat_Depth24PlusStencil8,
.depth_write_enabled = false,
});
// Vertex buffer layout
WGPU_VERTEX_BUFFER_LAYOUT(
quad, sizeof(float) * 5,
// Attribute location 0: Position
WGPU_VERTATTR_DESC(0, WGPUVertexFormat_Float32x3, 0),
// Attribute location 1: UV
WGPU_VERTATTR_DESC(1, WGPUVertexFormat_Float32x2, sizeof(float) * 3))
// Vertex state
WGPUVertexState vertex_state = wgpu_create_vertex_state(
wgpu_context, &(wgpu_vertex_state_t){
.shader_desc = (wgpu_shader_desc_t){
// Vertex shader WGSL
.label = "Quad vertex shader WGSL",
.wgsl_code.source = quad_vertex_shader_wgsl,
.entry = "main",
},
.buffer_count = 1,
.buffers = &quad_vertex_buffer_layout,
});
// Fragment state
WGPUFragmentState fragment_state = wgpu_create_fragment_state(
wgpu_context, &(wgpu_fragment_state_t){
.shader_desc = (wgpu_shader_desc_t){
// Fragment shader WGSL
.label = "Quad fragment shader WGSL",
.wgsl_code.source = quad_fragment_shader_wgsl,
.entry = "main",
},
.target_count = 1,
.targets = &color_target_state,
});
// Multisample state
WGPUMultisampleState multisample_state
= wgpu_create_multisample_state_descriptor(
&(create_multisample_state_desc_t){
.sample_count = 1,
});
// Create rendering pipeline using the specified states
pipeline = wgpuDeviceCreateRenderPipeline(
wgpu_context->device, &(WGPURenderPipelineDescriptor){
.label = "Coordinate system - Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipeline != NULL);
// Partial cleanup
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
static void example_on_update_ui_overlay(wgpu_example_context_t* context)
{
if (imgui_overlay_header("Scene")) {
imgui_overlay_text("Quad Type");
static const char* quadtype[2] = {"VK (y negative)", "WebGPU (y positive)"};
imgui_overlay_combo_box(context->imgui_overlay, "##quadtype",
&settings.quad_type, quadtype, 2);
}
if (imgui_overlay_header("Pipeline")) {
imgui_overlay_text("Winding Order");
static const char* windingorder[2] = {"clock wise", "counter clock wise"};
if (imgui_overlay_combo_box(context->imgui_overlay, "##windingorder",
&settings.winding_order, windingorder, 2)) {
prepare_pipelines(context->wgpu_context);
}
imgui_overlay_text("Cull Mode");
static const char* cullmode[3] = {"none", "front face", "back face"};
if (imgui_overlay_combo_box(context->imgui_overlay, "##cullmode",
&settings.cull_mode, cullmode, 3)) {
prepare_pipelines(context->wgpu_context);
}
}
}
static WGPUCommandBuffer build_command_buffer(wgpu_context_t* wgpu_context)
{
/* Set target frame buffer */
render_pass.color_attachments[0].view = wgpu_context->swap_chain.frame_buffer;
/* Create command encoder */
wgpu_context->cmd_enc
= wgpuDeviceCreateCommandEncoder(wgpu_context->device, NULL);
/* Create render pass encoder for encoding drawing commands */
wgpu_context->rpass_enc = wgpuCommandEncoderBeginRenderPass(
wgpu_context->cmd_enc, &render_pass.descriptor);
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
/* Set scissor rectangle */
wgpuRenderPassEncoderSetScissorRect(wgpu_context->rpass_enc, 0u, 0u,
wgpu_context->surface.width,
wgpu_context->surface.height);
/* Render the quad with clock wise and counter clock wise indices, visibility
is determined by pipeline settings */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_groups.cw,
0, 0);
wgpuRenderPassEncoderSetIndexBuffer(
wgpu_context->rpass_enc, quad.indices_cw.buffer, WGPUIndexFormat_Uint32, 0,
WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(wgpu_context->rpass_enc, 0,
settings.quad_type == 0 ?
quad.vertices_y_down.buffer :
quad.vertices_y_up.buffer,
0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDrawIndexed(wgpu_context->rpass_enc, 6, 1, 0, 0, 0);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_groups.ccw,
0, 0);
wgpuRenderPassEncoderSetIndexBuffer(
wgpu_context->rpass_enc, quad.indices_ccw.buffer, WGPUIndexFormat_Uint32, 0,
WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDrawIndexed(wgpu_context->rpass_enc, 6, 1, 0, 0, 0);
/* End render pass */
wgpuRenderPassEncoderEnd(wgpu_context->rpass_enc);
WGPU_RELEASE_RESOURCE(RenderPassEncoder, wgpu_context->rpass_enc)
/* Draw ui overlay */
draw_ui(wgpu_context->context, example_on_update_ui_overlay);
/* Get command buffer */
WGPUCommandBuffer command_buffer
= wgpu_get_command_buffer(wgpu_context->cmd_enc);
WGPU_RELEASE_RESOURCE(CommandEncoder, wgpu_context->cmd_enc)
return command_buffer;
}
static int example_draw(wgpu_example_context_t* context)
{
// Prepare frame
prepare_frame(context);
// Command buffer to be submitted to the queue
wgpu_context_t* wgpu_context = context->wgpu_context;
wgpu_context->submit_info.command_buffer_count = 1;
wgpu_context->submit_info.command_buffers[0]
= build_command_buffer(context->wgpu_context);
// Submit command buffer to queue
submit_command_buffers(context);
// Submit frame
submit_frame(context);
return EXIT_SUCCESS;
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
load_assets(context->wgpu_context);
setup_pipeline_layout(context->wgpu_context);
setup_bind_groups(context->wgpu_context);
prepare_pipelines(context->wgpu_context);
setup_render_pass(context->wgpu_context);
prepared = true;
return EXIT_SUCCESS;
}
return EXIT_FAILURE;
}
static int example_render(wgpu_example_context_t* context)
{
if (!prepared) {
return EXIT_FAILURE;
}
return example_draw(context);
}
// Clean up used resources
static void example_destroy(wgpu_example_context_t* context)
{
UNUSED_VAR(context);
wgpu_destroy_texture(&textures.cw);
wgpu_destroy_texture(&textures.ccw);
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(BindGroup, bind_groups.cw)
WGPU_RELEASE_RESOURCE(BindGroup, bind_groups.ccw)
WGPU_RELEASE_RESOURCE(Buffer, quad.vertices_y_up.buffer)
WGPU_RELEASE_RESOURCE(Buffer, quad.vertices_y_down.buffer)
WGPU_RELEASE_RESOURCE(Buffer, quad.indices_ccw.buffer)
WGPU_RELEASE_RESOURCE(Buffer, quad.indices_cw.buffer)
}
void example_coordinate_system(int argc, char* argv[])
{
// clang-format off
example_run(argc, argv, &(refexport_t){
.example_settings = (wgpu_example_settings_t){
.title = example_title,
.overlay = true,
.vsync = true,
},
.example_initialize_func = &example_initialize,
.example_render_func = &example_render,
.example_destroy_func = &example_destroy,
});
// clang-format on
}
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
// clang-format off
static const char* quad_vertex_shader_wgsl = CODE(
struct Output {
@builtin(position) position : vec4<f32>,
@location(0) uv : vec2<f32>
};
@vertex
fn main(
@location(0) inPos: vec3<f32>,
@location(1) inUV: vec2<f32>
) -> Output {
var output: Output;
output.uv = inUV;
output.position = vec4<f32>(inPos.xyz, 1.0);
return output;
}
);
static const char* quad_fragment_shader_wgsl = CODE(
@group(0) @binding(0) var textureColor: texture_2d<f32>;
@group(0) @binding(1) var samplerColor: sampler;
@fragment
fn main(
@location(0) inUV : vec2<f32>
) -> @location(0) vec4<f32> {
return textureSample(textureColor, samplerColor, inUV);
}
);
// clang-format on