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equirectangular_image.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/imgui_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Equirectangular Image
*
* This example shows how to render an equirectangular panorama consisting of a
* single rectangular image. The equirectangular input can be used for a 360
* degrees viewing experience to achieve more realistic surroundings and
* convincing real-time effects.
*
* Ref:
* https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers
* https://onix-systems.com/blog/how-to-use-360-equirectangular-panoramas-for-greater-realism-in-games
* https://threejs.org/examples/webgl_panorama_equirectangular.html
* https://www.shadertoy.com/view/4lK3DK
* http://www.hdrlabs.com/sibl/archive.html
* -------------------------------------------------------------------------- */
// Uniform buffer block object
static wgpu_buffer_t uniform_buffer_vs = {0};
// Uniform block data - inputs of the shader
static bool shader_inputs_ubo_update_needed = false;
static struct {
vec2 iResolution; // viewport resolution (in pixels)
vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
float iHFovDegrees; // Horizontal field of view in degrees
float iVFovDegrees; // Vertical field of view in degrees
bool iVisualizeInput; // Show the unprocessed input image
vec4 padding; // Padding to reach the minimum binding size of 64 bytes
} shader_inputs_ubo = {
.iHFovDegrees = 80.0f,
.iVFovDegrees = 50.0f,
};
// Used for mouse pixel coordinates calculation
static struct {
vec2 initial_mouse_position;
vec2 prev_mouse_position;
vec2 mouse_drag_distance;
bool dragging;
} mouse_state = {
.prev_mouse_position = GLM_VEC2_ZERO_INIT,
.mouse_drag_distance = GLM_VEC2_ZERO_INIT,
.dragging = false,
};
// Texture and sampler
static texture_t texture = {0};
// 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 = NULL;
// The bind group
static WGPUBindGroup bind_group = NULL;
// Other variables
static const char* example_title = "Equirectangular Image";
static bool prepared = false;
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
WGPUBindGroupLayoutEntry bgl_entries[3] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Fragment shader uniform buffer */
.binding = 0,
.visibility = WGPUShaderStage_Fragment,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = sizeof(mat4), /* 4x4 matrix */
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Fragment shader texture view */
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
.storageTexture = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
/* Binding 2: Fragment shader texture sampler */
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
};
bind_group_layout = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Render - Bind group layout",
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(bind_group_layout != NULL);
// Create the pipeline layout
pipeline_layout = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Render - Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layout,
});
ASSERT(pipeline_layout != NULL);
}
static void setup_bind_groups(wgpu_context_t* wgpu_context)
{
WGPUBindGroupEntry bg_entries[3] = {
[0] = (WGPUBindGroupEntry) {
.binding = 0,
.buffer = uniform_buffer_vs.buffer,
.offset = 0,
.size = uniform_buffer_vs.size,
},
[1] = (WGPUBindGroupEntry) {
.binding = 1,
.textureView = texture.view,
},
[2] = (WGPUBindGroupEntry) {
.binding = 2,
.sampler = texture.sampler,
},
};
WGPUBindGroupDescriptor bg_desc = {
.label = "Bind group",
.layout = bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
};
bind_group = wgpuDeviceCreateBindGroup(wgpu_context->device, &bg_desc);
ASSERT(bind_group != NULL);
}
static void prepare_texture(wgpu_context_t* wgpu_context)
{
const char* file = "textures/Circus_Backstage_8k.jpg";
texture = wgpu_create_texture_from_file(wgpu_context, file, NULL);
}
static void setup_render_pass(wgpu_context_t* wgpu_context)
{
UNUSED_VAR(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,
},
};
/* Render pass descriptor */
render_pass.descriptor = (WGPURenderPassDescriptor){
.label = "Render pass descriptor",
.colorAttachmentCount = 1,
.colorAttachments = render_pass.color_attachments,
};
}
static bool window_resized(wgpu_context_t* wgpu_context)
{
return ((uint32_t)shader_inputs_ubo.iResolution[0]
!= (uint32_t)wgpu_context->surface.width)
|| ((uint32_t)shader_inputs_ubo.iResolution[1]
!= (uint32_t)wgpu_context->surface.height);
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
// iResolution: viewport resolution (in pixels)
if (window_resized(context->wgpu_context)) {
shader_inputs_ubo.iResolution[0]
= (float)context->wgpu_context->surface.width;
shader_inputs_ubo.iResolution[1]
= (float)context->wgpu_context->surface.height;
shader_inputs_ubo_update_needed = true;
}
// iMouse: mouse pixel coords. xy: current (if MLB down), zw: click
if (!mouse_state.dragging && context->mouse_buttons.left) {
glm_vec2_copy(context->mouse_position, mouse_state.prev_mouse_position);
mouse_state.dragging = true;
}
else if (mouse_state.dragging && context->mouse_buttons.left) {
glm_vec2_sub(context->mouse_position, mouse_state.prev_mouse_position,
mouse_state.mouse_drag_distance);
glm_vec2_add(shader_inputs_ubo.iMouse, mouse_state.mouse_drag_distance,
shader_inputs_ubo.iMouse);
glm_vec2_copy(context->mouse_position, mouse_state.prev_mouse_position);
shader_inputs_ubo_update_needed
= shader_inputs_ubo_update_needed
|| ((fabs(mouse_state.mouse_drag_distance[0]) > 1.0f)
|| (fabs(mouse_state.mouse_drag_distance[1]) > 1.0f));
}
else if (mouse_state.dragging && !context->mouse_buttons.left) {
mouse_state.dragging = false;
}
// Map uniform buffer and update when needed
if (shader_inputs_ubo_update_needed) {
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffer_vs.buffer, 0,
&shader_inputs_ubo, uniform_buffer_vs.size);
shader_inputs_ubo_update_needed = false;
}
}
static void prepare_mouse_state(wgpu_context_t* wgpu_context)
{
glm_vec2_copy(
(vec2){wgpu_context->surface.width - (wgpu_context->surface.width / 4.0f),
wgpu_context->surface.height / 2.0f},
mouse_state.initial_mouse_position);
glm_vec2_copy((vec4){mouse_state.initial_mouse_position[0],
mouse_state.initial_mouse_position[1], 0.0f, 0.0f},
shader_inputs_ubo.iMouse);
}
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
uniform_buffer_vs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(shader_inputs_ubo),
.initial.data = &shader_inputs_ubo,
});
update_uniform_buffers(context);
}
static void prepare_pipelines(wgpu_context_t* wgpu_context)
{
// Primitive state
WGPUPrimitiveState primitive_state = {
.topology = WGPUPrimitiveTopology_TriangleList,
.frontFace = WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_Back,
};
// 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,
};
// Vertex state
WGPUVertexState vertex_state = wgpu_create_vertex_state(
wgpu_context, &(wgpu_vertex_state_t){
.shader_desc = (wgpu_shader_desc_t){
// Vertex shader SPIR-V
.label = "Vertex shader SPIR-V",
.file = "shaders/equirectangular_image/main.vert.spv",
},
.buffer_count = 0,
.buffers = NULL,
});
// Fragment state
WGPUFragmentState fragment_state = wgpu_create_fragment_state(
wgpu_context, &(wgpu_fragment_state_t){
.shader_desc = (wgpu_shader_desc_t){
// Fragment shader SPIR-V
.label = "Fragment shader SPIR-V",
.file = "shaders/equirectangular_image/main.frag.spv",
},
.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 = "Equirectangular image - render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.multisample = multisample_state,
});
ASSERT(pipeline != NULL);
// Partial cleanup
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
prepare_texture(context->wgpu_context);
prepare_mouse_state(context->wgpu_context);
prepare_uniform_buffers(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 void example_on_update_ui_overlay(wgpu_example_context_t* context)
{
if (imgui_overlay_header("Settings")) {
if (imgui_overlay_input_float(
context->imgui_overlay, "Horizontal FOV (degrees)",
&shader_inputs_ubo.iHFovDegrees, 1.0f, "%.0f")) {
shader_inputs_ubo.iHFovDegrees
= clamp_float(shader_inputs_ubo.iHFovDegrees, 10, 1000);
shader_inputs_ubo_update_needed = true;
}
if (imgui_overlay_input_float(
context->imgui_overlay, "Vertical FOV (degrees)",
&shader_inputs_ubo.iVFovDegrees, 1.0f, "%.0f")) {
shader_inputs_ubo.iVFovDegrees
= clamp_float(shader_inputs_ubo.iVFovDegrees, 10, 1000);
shader_inputs_ubo_update_needed = true;
}
if (imgui_overlay_checkBox(context->imgui_overlay, "Show Input",
&shader_inputs_ubo.iVisualizeInput)) {
shader_inputs_ubo_update_needed = true;
}
}
}
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 the bind group */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_group, 0,
0);
/* Set viewport */
wgpuRenderPassEncoderSetViewport(
wgpu_context->rpass_enc, 0.0f, 0.0f, (float)wgpu_context->surface.width,
(float)wgpu_context->surface.height, 0.0f, 1.0f);
/* Set scissor rectangle */
wgpuRenderPassEncoderSetScissorRect(wgpu_context->rpass_enc, 0u, 0u,
wgpu_context->surface.width,
wgpu_context->surface.height);
/* Draw indexed quad */
wgpuRenderPassEncoderDraw(wgpu_context->rpass_enc, 3, 1, 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)
{
wgpu_context_t* wgpu_context = context->wgpu_context;
/* Update the uniform buffers */
update_uniform_buffers(context);
/* Prepare frame */
prepare_frame(context);
/* Command buffer to be submitted to the queue */
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_render(wgpu_example_context_t* context)
{
if (!prepared) {
return EXIT_FAILURE;
}
return example_draw(context);
}
static void example_destroy(wgpu_example_context_t* context)
{
camera_release(context->camera);
wgpu_destroy_texture(&texture);
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffer_vs.buffer)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(BindGroup, bind_group)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
}
void example_equirectangular_image(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
}