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pbr_ibl.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/gltf_model.h"
#include "../webgpu/imgui_overlay.h"
#include "../webgpu/pbr.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Physical Based Rendering With Image Based Lighting
*
* Adds image based lighting from an hdr environment cubemap to the PBR
* equation, using the surrounding environment as the light source. This adds an
* even more realistic look the scene as the light contribution used by the
* materials is now controlled by the environment. Also shows how to generate
* the BRDF 2D-LUT and irradiance and filtered cube maps from the environment
* map.
*
* Ref:
* https://github.com/SaschaWillems/Vulkan/tree/master/examples/pbribl
* http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* pbr_ibl_vertex_shader_wgsl;
static const char* pbr_ibl_functions_fragment_shader_wgsl;
static const char* pbr_ibl_main_fragment_shader_wgsl;
static const char* skybox_vertex_shader_wgsl;
static const char* skybox_fragment_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Physical Based Rendering With Image Based Lighting example
* -------------------------------------------------------------------------- */
#define SINGLE_ROW_OBJECT_COUNT 10u
#define ALIGNMENT 256u // 256-byte alignment
static bool display_skybox = true;
static struct {
texture_t environment_cube;
// Generated at runtime
texture_t lut_brdf;
texture_t irradiance_cube;
texture_t prefiltered_cube;
} textures = {0};
static struct {
struct gltf_model_t* skybox;
struct {
const char* name;
const char* filelocation;
struct gltf_model_t* object;
} objects[4];
int32_t object_index;
} models = {
// clang-format off
.objects = {
{ .name = "Sphere", .filelocation = "models/sphere.gltf" },
{ .name = "Teapot", .filelocation = "models/teapot.gltf" },
{ .name = "Torusknot", .filelocation = "models/torusknot.gltf" },
{ .name = "Venus", .filelocation = "models/venus.gltf" },
},
// clang-format on
.object_index = 0,
};
static struct {
// Object vertex shader uniform buffer
wgpu_buffer_t object;
// Skybox vertex shader uniform buffer
wgpu_buffer_t skybox;
// Shared parameter uniform buffer
wgpu_buffer_t ubo_params;
// Material parameter uniform buffer
struct {
WGPUBuffer buffer;
uint64_t buffer_size;
uint64_t model_size;
} material_params;
// Object parameter uniform buffer
struct {
WGPUBuffer buffer;
uint64_t buffer_size;
uint64_t model_size;
} object_params;
} uniform_buffers = {0};
static struct {
mat4 projection;
mat4 model;
mat4 view;
vec3 cam_pos;
} ubo_matrices = {0};
static struct {
vec4 lights[4];
float exposure;
float gamma;
} ubo_params = {
.exposure = 4.5f,
.gamma = 2.2f,
};
static struct matrial_params_dynamic_t {
float roughness;
float metallic;
float specular;
vec3 color;
uint8_t padding[232];
} material_params_dynamic[SINGLE_ROW_OBJECT_COUNT] = {0};
static struct object_params_dynamic_t {
vec3 position;
uint8_t padding[244];
} object_params_dynamic[SINGLE_ROW_OBJECT_COUNT] = {0};
static struct {
WGPURenderPipeline pbr;
WGPURenderPipeline skybox;
} pipelines = {0};
static struct {
WGPUBindGroup objects;
WGPUBindGroup skybox;
} bind_groups = {0};
static struct {
WGPUBindGroupLayout objects;
WGPUBindGroupLayout skybox;
} bind_group_layouts = {0};
static struct {
WGPUPipelineLayout pbr;
WGPUPipelineLayout skybox;
} pipeline_layouts = {0};
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
// Default materials to select from
static struct {
const char* name;
// Parameter block used as uniforms block
struct {
float roughness;
float metallic;
float specular;
vec3 color;
} params;
} materials[12] = {
// clang-format off
// Setup some default materials (source:
// https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/)
{ .name = "Gold", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 1.000000f, 0.765557f, 0.336057f } } },
{ .name = "Copper", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.955008f, 0.637427f, 0.538163f } } },
{ .name = "Chromium", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.549585f, 0.556114f, 0.554256f } } },
{ .name = "Nickel", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.659777f, 0.608679f, 0.525649f } } },
{ .name = "Titanium", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.541931f, 0.496791f, 0.449419f } } },
{ .name = "Cobalt", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.662124f, 0.654864f, 0.633732f } } },
{ .name = "Platinum", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.672411f, 0.637331f, 0.585456f } } },
// Testing materials
{ .name = "White", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 1.000000f, 1.000000f, 1.000000f } } },
{ .name = "Dark", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.100000f, 0.100000f, 0.100000f } } },
{ .name = "Black", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.000000f, 0.000000f, 0.000000f } } },
{ .name = "Red", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 1.000000f, 0.000000f, 0.000000f } } },
{ .name = "Blue", .params = { .roughness = 0.0f, .metallic = 0.0f, .specular = 0.0f, .color = { 0.000000f, 0.000000f, 1.000000f } } },
// clang-format on
};
static int32_t current_material_index = 4;
// Arrays used for GUI
static const char* material_names[12] = {
// Default materials
"Gold", "Copper", "Chromium", "Nickel", "Titanium", "Cobalt", "Platinum", //
// Testing materials
"White", "Dark", "Black", "Red", "Blue", //
};
static const char* object_names[4] = {"Sphere", "Teapot", "Torusknot", "Venus"};
static const char* example_title = "PBR With Image Based Lighting";
static bool prepared = false;
static void setup_camera(wgpu_example_context_t* context)
{
context->camera = camera_create();
context->camera->type = CameraType_FirstPerson;
camera_set_movement_speed(context->camera, 4.0f);
camera_set_perspective(context->camera, 60.0f,
context->window_size.aspect_ratio, 0.1f, 256.0f);
camera_set_rotation_speed(context->camera, 0.25f);
camera_set_rotation(context->camera, (vec3){-3.75f, 180.0f, 0.0f});
camera_set_position(context->camera, (vec3){0.55f, 0.85f, 12.0f});
}
static void load_assets(wgpu_context_t* wgpu_context)
{
// Load glTF models
const uint32_t gltf_loading_flags
= WGPU_GLTF_FileLoadingFlags_PreTransformVertices
| WGPU_GLTF_FileLoadingFlags_DontLoadImages;
// Skybox
models.skybox
= wgpu_gltf_model_load_from_file(&(wgpu_gltf_model_load_options_t){
.wgpu_context = wgpu_context,
.filename = "models/cube.gltf",
.file_loading_flags = gltf_loading_flags,
});
// Objects
for (uint8_t i = 0; i < (uint8_t)ARRAY_SIZE(models.objects); ++i) {
models.objects[i].object
= wgpu_gltf_model_load_from_file(&(wgpu_gltf_model_load_options_t){
.wgpu_context = wgpu_context,
.filename = models.objects[i].filelocation,
.file_loading_flags = gltf_loading_flags,
});
}
// Cube map
static const char* cubemap[6] = {
"textures/cubemaps/pisa_cube_px.png", /* Right */
"textures/cubemaps/pisa_cube_nx.png", /* Left */
"textures/cubemaps/pisa_cube_py.png", /* Top */
"textures/cubemaps/pisa_cube_ny.png", /* Bottom */
"textures/cubemaps/pisa_cube_pz.png", /* Back */
"textures/cubemaps/pisa_cube_nz.png", /* Front */
};
textures.environment_cube = wgpu_create_texture_cubemap_from_files(
wgpu_context, cubemap,
&(struct wgpu_texture_load_options_t){
.flip_y = true, /* Flip y to match pisa_cube.ktx hdr cubemap */
});
ASSERT(textures.environment_cube.texture)
}
static void setup_bind_group_layouts(wgpu_context_t* wgpu_context)
{
/* Bind group layout for objects */
{
WGPUBindGroupLayoutEntry bgl_entries[10] = {
[0] = (WGPUBindGroupLayoutEntry) {
// Binding 0: Uniform buffer (Vertex shader & Fragment shader)
.binding = 0,
.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.minBindingSize = uniform_buffers.object.size,
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
// Binding 1: Uniform buffer (Fragment shader)
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.minBindingSize = uniform_buffers.ubo_params.size,
},
.sampler = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
// Binding 2: Dynamic uniform buffer (Fragment shader)
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = true,
.minBindingSize = uniform_buffers.material_params.model_size,
},
.sampler = {0},
},
[3] = (WGPUBindGroupLayoutEntry) {
// Binding 3: Dynamic uniform buffer (Vertex shader)
.binding = 3,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = true,
.minBindingSize = uniform_buffers.object_params.model_size,
},
.sampler = {0},
},
[4] = (WGPUBindGroupLayoutEntry) {
// Binding 4: Fragment shader image view
.binding = 4,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_Cube,
.multisampled = false,
},
.storageTexture = {0},
},
[5] = (WGPUBindGroupLayoutEntry) {
// Binding 5: Fragment shader image sampler
.binding = 5,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
[6] = (WGPUBindGroupLayoutEntry) {
// Binding 6: Fragment shader image view
.binding = 6,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
.storageTexture = {0},
},
[7] = (WGPUBindGroupLayoutEntry) {
// Binding 7: Fragment shader image sampler
.binding = 7,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
[8] = (WGPUBindGroupLayoutEntry) {
// Binding 8: Fragment shader image view
.binding = 8,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_Cube,
.multisampled = false,
},
.storageTexture = {0},
},
[9] = (WGPUBindGroupLayoutEntry) {
// Binding 9: Fragment shader image sampler
.binding = 9,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
};
bind_group_layouts.objects = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Objects - Bind group layout",
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(bind_group_layouts.objects != NULL);
}
/* Bind group layout for skybox */
{
WGPUBindGroupLayoutEntry bgl_entries[4] = {
[0] = (WGPUBindGroupLayoutEntry) {
// Binding 0: Vertex shader uniform UBO
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = uniform_buffers.skybox.size,
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
// Binding 1: Fragment uniform UBOParams
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = uniform_buffers.ubo_params.size,
},
.sampler = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
// Binding 2: Fragment shader image view
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_Cube,
.multisampled = false,
},
.storageTexture = {0},
},
[3] = (WGPUBindGroupLayoutEntry) {
// Binding 3: Fragment shader image sampler
.binding = 3,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
};
// Create the bind group layout
bind_group_layouts.skybox = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Skybox - Bind group layout",
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(bind_group_layouts.skybox != NULL);
}
}
static void setup_pipeline_layouts(wgpu_context_t* wgpu_context)
{
/* Create the pipeline layout for objects */
{
pipeline_layouts.pbr = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "PBR - Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layouts.objects,
});
ASSERT(pipeline_layouts.pbr != NULL);
}
/* Create the pipeline layout for skybox */
{
pipeline_layouts.skybox = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Skybox - Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layouts.skybox,
});
ASSERT(pipeline_layouts.skybox != NULL);
}
}
static void setup_bind_groups(wgpu_context_t* wgpu_context)
{
/* Bind group for objects */
{
WGPUBindGroupEntry bg_entries[10] = {
[0] = (WGPUBindGroupEntry) {
// Binding 0: Uniform buffer (Vertex shader & Fragment shader)
.binding = 0,
.buffer = uniform_buffers.object.buffer,
.offset = 0,
.size = uniform_buffers.object.size,
},
[1] = (WGPUBindGroupEntry) {
// Binding 1: Uniform buffer (Fragment shader)
.binding = 1,
.buffer = uniform_buffers.ubo_params.buffer,
.offset = 0,
.size = uniform_buffers.ubo_params.size,
},
[2] = (WGPUBindGroupEntry) {
// Binding 2: Dynamic uniform buffer (Fragment shader)
.binding = 2,
.buffer = uniform_buffers.material_params.buffer,
.offset = 0,
.size = uniform_buffers.material_params.model_size,
},
[3] = (WGPUBindGroupEntry) {
// Binding 3: Dynamic uniform buffer (Vertex shader)
.binding = 3,
.buffer = uniform_buffers.object_params.buffer,
.offset = 0,
.size = uniform_buffers.object_params.model_size,
},
[4] = (WGPUBindGroupEntry) {
// Binding 4: Fragment shader image view
.binding = 4,
.textureView = textures.irradiance_cube.view
},
[5] = (WGPUBindGroupEntry) {
// Binding 5: Fragment shader image sampler
.binding = 5,
.sampler = textures.irradiance_cube.sampler,
},
[6] = (WGPUBindGroupEntry) {
// Binding 6: Fragment shader image view
.binding = 6,
.textureView = textures.lut_brdf.view
},
[7] = (WGPUBindGroupEntry) {
// Binding 7: Fragment shader image sampler
.binding = 7,
.sampler = textures.lut_brdf.sampler,
},
[8] = (WGPUBindGroupEntry) {
// Binding 8: Fragment shader image view
.binding = 8,
.textureView = textures.prefiltered_cube.view
},
[9] = (WGPUBindGroupEntry) {
// Binding 9: Fragment shader image sampler
.binding = 9,
.sampler = textures.prefiltered_cube.sampler,
},
};
bind_groups.objects = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Objects - Bind group",
.layout = bind_group_layouts.objects,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
});
ASSERT(bind_groups.objects != NULL);
}
/* Bind group for skybox */
{
WGPUBindGroupEntry bg_entries[4] = {
[0] = (WGPUBindGroupEntry) {
// Binding 0: Vertex shader uniform UBO
.binding = 0,
.buffer = uniform_buffers.skybox.buffer,
.offset = 0,
.size = uniform_buffers.skybox.size,
},
[1] = (WGPUBindGroupEntry) {
// Binding 1: Fragment uniform UBOParams
.binding = 1,
.buffer = uniform_buffers.ubo_params.buffer,
.offset = 0,
.size = uniform_buffers.ubo_params.size,
},
[2] = (WGPUBindGroupEntry) {
// Binding 2: Fragment shader image view
.binding = 2,
.textureView = textures.environment_cube.view
},
[3] = (WGPUBindGroupEntry) {
// Binding 3: Fragment shader image sampler
.binding = 3,
.sampler = textures.environment_cube.sampler,
},
};
WGPUBindGroupDescriptor bg_desc = {
.label = "Skybox - Bind group",
.layout = bind_group_layouts.skybox,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
};
bind_groups.skybox
= wgpuDeviceCreateBindGroup(wgpu_context->device, &bg_desc);
ASSERT(bind_groups.skybox != 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 = 0.1f,
.g = 0.1f,
.b = 0.1f,
.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)
{
/* Construct the different states making up the pipeline */
/* Primitive state */
WGPUPrimitiveState primitive_state = {
.topology = WGPUPrimitiveTopology_TriangleList,
.frontFace = WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_None,
};
/* 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 = true,
});
/* Vertex buffer layout */
WGPU_GLTF_VERTEX_BUFFER_LAYOUT(
skybox,
/* Location 0: Position */
WGPU_GLTF_VERTATTR_DESC(0, WGPU_GLTF_VertexComponent_Position),
/* Location 1: Vertex normal */
WGPU_GLTF_VERTATTR_DESC(1, WGPU_GLTF_VertexComponent_Normal),
/* Location 2: UV */
WGPU_GLTF_VERTATTR_DESC(2, WGPU_GLTF_VertexComponent_UV));
/* Multisample state */
WGPUMultisampleState multisample_state
= wgpu_create_multisample_state_descriptor(
&(create_multisample_state_desc_t){
.sample_count = 1,
});
/* Skybox pipeline (background cube) */
{
primitive_state.cullMode = WGPUCullMode_Front;
depth_stencil_state.depthWriteEnabled = false;
/* 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 = "Skybox - Vertex shader WGSL",
.wgsl_code.source = skybox_vertex_shader_wgsl,
.entry = "main",
},
.buffer_count = 1,
.buffers = &skybox_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 = "Skybox - Fragment shader WGSL",
.wgsl_code.source = skybox_fragment_shader_wgsl,
.entry = "main",
},
.target_count = 1,
.targets = &color_target_state,
});
/* Create rendering pipeline using the specified states */
pipelines.skybox = wgpuDeviceCreateRenderPipeline(
wgpu_context->device, &(WGPURenderPipelineDescriptor){
.label = "Skybox - Render pipeline",
.layout = pipeline_layouts.skybox,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipelines.skybox != NULL);
/* Partial cleanup */
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
/* PBR pipeline */
{
primitive_state.cullMode = WGPUCullMode_None;
/* Enable depth write */
depth_stencil_state.depthWriteEnabled = true;
/* 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 = "PBR IBL - Vertex shader WGSL",
.wgsl_code.source = pbr_ibl_vertex_shader_wgsl,
.entry = "main",
},
.buffer_count = 1,
.buffers = &skybox_vertex_buffer_layout,
});
/* Fragment state */
char* fragment_shader_wgsl
= concat_strings(pbr_ibl_functions_fragment_shader_wgsl,
pbr_ibl_main_fragment_shader_wgsl, "\n");
WGPUFragmentState fragment_state = wgpu_create_fragment_state(
wgpu_context, &(wgpu_fragment_state_t){
.shader_desc = (wgpu_shader_desc_t){
/* Fragment shader WGSL */
.label = "PBR IBL - Fragment shader WGSL",
.wgsl_code.source = fragment_shader_wgsl,
.entry = "main",
},
.target_count = 1,
.targets = &color_target_state,
});
free(fragment_shader_wgsl);
/* Create rendering pipeline using the specified states */
pipelines.pbr = wgpuDeviceCreateRenderPipeline(
wgpu_context->device, &(WGPURenderPipelineDescriptor){
.label = "PBR IBL - Render pipeline",
.layout = pipeline_layouts.pbr,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipelines.pbr != NULL);
/* Partial cleanup */
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
}
static void generate_brdf_lut(wgpu_context_t* wgpu_context)
{
textures.lut_brdf = pbr_generate_brdf_lut(wgpu_context);
}
static void generate_irradiance_cube(wgpu_context_t* wgpu_context)
{
textures.irradiance_cube = pbr_generate_irradiance_cube(
wgpu_context, models.skybox, &textures.environment_cube);
}
static void generate_prefiltered_env_cube(wgpu_context_t* wgpu_context)
{
textures.prefiltered_cube = pbr_generate_prefiltered_env_cube(
wgpu_context, models.skybox, &textures.environment_cube);
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
/* 3D object */
camera_t* camera = context->camera;
glm_mat4_copy(camera->matrices.perspective, ubo_matrices.projection);
glm_mat4_copy(camera->matrices.view, ubo_matrices.view);
glm_mat4_identity(ubo_matrices.model);
glm_rotate(ubo_matrices.model,
glm_rad(-90.0f + (models.object_index == 1 ? 45.0f : 0.0f)),
(vec3){0.0f, 1.0f, 0.0f});
glm_vec3_scale(camera->position, -1.0f, ubo_matrices.cam_pos);
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffers.object.buffer,
0, &ubo_matrices, uniform_buffers.object.size);
/* Skybox */
mat3 mat3_tmp = GLM_MAT3_ZERO_INIT;
glm_mat4_pick3(camera->matrices.view, mat3_tmp);
glm_mat4_ins3(mat3_tmp, ubo_matrices.model);
ubo_matrices.model[3][3] = 1.0f;
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffers.skybox.buffer,
0, &ubo_matrices, uniform_buffers.skybox.size);
}
static void update_dynamic_uniform_buffer(wgpu_context_t* wgpu_context)
{
/* Set objects positions and material properties */
uint32_t obj_count = (uint32_t)SINGLE_ROW_OBJECT_COUNT;
for (uint32_t x = 0; x < obj_count; ++x) {
/* Set object position */
vec3* pos = &object_params_dynamic[x].position;
glm_vec3_copy((vec3){((float)(x - (obj_count / 2.0f))) * 2.15f, 0.0f, 0.0f},
*pos);
/* Set material metallic and roughness properties */
struct matrial_params_dynamic_t* mat_params = &material_params_dynamic[x];
mat_params->roughness
= 1.0f - glm_clamp((float)x / (float)obj_count, 0.005f, 1.0f);
mat_params->metallic = glm_clamp((float)x / (float)obj_count, 0.005f, 1.0f);
glm_vec3_copy(materials[current_material_index].params.color,
(*mat_params).color);
}
/* Update buffers */
wgpu_queue_write_buffer(wgpu_context, uniform_buffers.object_params.buffer, 0,
&object_params_dynamic,
uniform_buffers.object_params.buffer_size);
wgpu_queue_write_buffer(wgpu_context, uniform_buffers.material_params.buffer,
0, &material_params_dynamic,
uniform_buffers.material_params.buffer_size);
}
static void update_params(wgpu_context_t* wgpu_context)
{
const float p = 15.0f;
glm_vec4_copy((vec4){-p, -p * 0.5f, -p, 1.0f}, ubo_params.lights[0]);
glm_vec4_copy((vec4){-p, -p * 0.5f, p, 1.0f}, ubo_params.lights[1]);
glm_vec4_copy((vec4){p, -p * 0.5f, p, 1.0f}, ubo_params.lights[2]);
glm_vec4_copy((vec4){p, -p * 0.5f, -p, 1.0f}, ubo_params.lights[3]);
wgpu_queue_write_buffer(wgpu_context, uniform_buffers.ubo_params.buffer, 0,
&ubo_params, uniform_buffers.ubo_params.size);
}
/* Prepare and initialize uniform buffer containing shader uniforms */
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
/* Object vertex shader uniform buffer */
uniform_buffers.object = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Object vertex shader - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_matrices),
});
/* Skybox vertex shader uniform buffer */
uniform_buffers.skybox = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Skybox vertex shader - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_matrices),
});
/* Shared parameter uniform buffer */
uniform_buffers.ubo_params = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Shared parameter - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_params),
});
/* Material parameter uniform buffer */
{
uniform_buffers.material_params.model_size = sizeof(vec3) + sizeof(vec3);
uniform_buffers.material_params.buffer_size
= calc_constant_buffer_byte_size(sizeof(material_params_dynamic));
WGPUBufferDescriptor ubo_desc = {
.label = "Material parameter - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = uniform_buffers.material_params.buffer_size,
.mappedAtCreation = false,
};
uniform_buffers.material_params.buffer
= wgpuDeviceCreateBuffer(context->wgpu_context->device, &ubo_desc);
}
/* Object parameter uniform buffer */
{
uniform_buffers.object_params.model_size = sizeof(vec4);
uniform_buffers.object_params.buffer_size
= calc_constant_buffer_byte_size(sizeof(object_params_dynamic));
WGPUBufferDescriptor ubo_desc = {
.label = "Object parameter - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = uniform_buffers.object_params.buffer_size,
.mappedAtCreation = false,
};
uniform_buffers.object_params.buffer
= wgpuDeviceCreateBuffer(context->wgpu_context->device, &ubo_desc);
}
update_uniform_buffers(context);
update_dynamic_uniform_buffer(context->wgpu_context);
update_params(context->wgpu_context);
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
setup_camera(context);
load_assets(context->wgpu_context);
generate_brdf_lut(context->wgpu_context);
generate_irradiance_cube(context->wgpu_context);
generate_prefiltered_env_cube(context->wgpu_context);
prepare_uniform_buffers(context);
setup_bind_group_layouts(context->wgpu_context);
setup_pipeline_layouts(context->wgpu_context);
prepare_pipelines(context->wgpu_context);
setup_bind_groups(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_combo_box(context->imgui_overlay, "Material",
¤t_material_index, material_names, 11)) {
update_dynamic_uniform_buffer(context->wgpu_context);
}
if (imgui_overlay_combo_box(context->imgui_overlay, "Object type",
&models.object_index, object_names, 4)) {
update_dynamic_uniform_buffer(context->wgpu_context);
}
if (imgui_overlay_input_float(context->imgui_overlay, "Exposure",
&ubo_params.exposure, 0.1f, "%.2f")) {
update_params(context->wgpu_context);
}
if (imgui_overlay_input_float(context->imgui_overlay, "Gamma",
&ubo_params.gamma, 0.1f, "%.2f")) {
update_params(context->wgpu_context);
}
imgui_overlay_checkBox(context->imgui_overlay, "Skybox", &display_skybox);
}
}
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);
/* 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);
/* Skybox */
if (display_skybox) {
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipelines.skybox);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
bind_groups.skybox, 0, 0);
wgpu_gltf_model_draw(models.skybox, (wgpu_gltf_model_render_options_t){0});
}
/* Objects */
{
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipelines.pbr);
for (uint32_t i = 0; i < (uint32_t)SINGLE_ROW_OBJECT_COUNT; ++i) {
uint32_t dynamic_offset = i * (uint32_t)ALIGNMENT;
uint32_t dynamic_offsets[2] = {dynamic_offset, dynamic_offset};
// Bind the bind group for rendering a mesh using the dynamic offset
wgpuRenderPassEncoderSetBindGroup(
wgpu_context->rpass_enc, 0, bind_groups.objects, 2, dynamic_offsets);
// Draw object
wgpu_gltf_model_draw(models.objects[models.object_index].object,
(wgpu_gltf_model_render_options_t){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 to queue */
submit_command_buffers(context);
/* Submit frame */
submit_frame(context);
return EXIT_SUCCESS;