-
Notifications
You must be signed in to change notification settings - Fork 24
/
stencil_buffer.c
499 lines (431 loc) · 17.1 KB
/
stencil_buffer.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
#include "example_base.h"
#include <string.h>
#include "../webgpu/gltf_model.h"
#include "../webgpu/imgui_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Stencil Buffer Outlines
*
* Uses the stencil buffer and its compare functionality for rendering a 3D
* model with dynamic outlines.
*
* Ref:
* https://github.com/SaschaWillems/Vulkan/blob/master/examples/stencilbuffer
* -------------------------------------------------------------------------- */
static struct gltf_model_t* model = NULL;
static struct ubo_vs_t {
mat4 projection;
mat4 model;
vec4 light_pos;
/* Vertex shader extrudes model by this value along normals for outlining */
float outline_width;
} ubo_vs = {
.projection = GLM_MAT4_ZERO_INIT,
.model = GLM_MAT4_ZERO_INIT,
.light_pos = {0.0f, 0.0f, 0.0f, 1.0f},
.outline_width = 0.025f,
};
static wgpu_buffer_t uniform_buffer_vs = {0};
static struct {
WGPURenderPipeline stencil;
WGPURenderPipeline outline;
} pipelines = {0};
static WGPUPipelineLayout pipeline_layout = {0};
static WGPUBindGroup bind_group = {0};
static WGPUBindGroupLayout bind_group_layout = {0};
/* Render pass descriptor for frame buffer writes */
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
/* Other variables */
static const char* example_title = "Stencil Buffer Outlines";
static bool prepared = false;
static void setup_camera(wgpu_example_context_t* context)
{
context->camera = camera_create();
context->timer_speed *= 0.25f;
context->camera->type = CameraType_LookAt;
camera_set_perspective(context->camera, 60.0f,
context->window_size.aspect_ratio, 0.1f, 512.0f);
camera_set_rotation(context->camera, (vec3){2.5f, -35.0f, 0.0f});
camera_set_translation(context->camera, (vec3){0.0f, 0.15f, -2.0f});
}
static void load_assets(wgpu_context_t* wgpu_context)
{
const uint32_t gltf_loading_flags
= WGPU_GLTF_FileLoadingFlags_PreTransformVertices;
model = wgpu_gltf_model_load_from_file(&(wgpu_gltf_model_load_options_t){
.wgpu_context = wgpu_context,
.filename = "models/venus.gltf",
.file_loading_flags = gltf_loading_flags,
});
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
/* Bind group layout */
WGPUBindGroupLayoutEntry bgl_entries[1] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Binding 0: Vertex shader uniform buffer */
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = sizeof(ubo_vs),
},
.sampler = {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 */
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_group(wgpu_context_t* wgpu_context)
{
/* Bind Group */
WGPUBindGroupEntry bg_entries[1] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0: Uniform buffer (Vertex shader) */
.binding = 0,
.buffer = uniform_buffer_vs.buffer,
.offset = 0,
.size = uniform_buffer_vs.size,
},
};
bind_group = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Bind group",
.layout = bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
});
ASSERT(bind_group != 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 = 0.025f,
.g = 0.025f,
.b = 0.025f,
.a = 1.0f,
},
};
/* Depth attachment */
wgpu_setup_deph_stencil(wgpu_context, NULL);
/* Set clear sample for this example */
wgpu_context->depth_stencil.att_desc.depthClearValue = 1.0f;
wgpu_context->depth_stencil.att_desc.stencilClearValue = 1;
/* 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_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,
};
// 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(
tunnel_cylinder,
// Location 0: Position
WGPU_GLTF_VERTATTR_DESC(0, WGPU_GLTF_VertexComponent_Position),
// Location 1: Vertex color
WGPU_GLTF_VERTATTR_DESC(1, WGPU_GLTF_VertexComponent_Color),
// Location 2: Vertex Normal
WGPU_GLTF_VERTATTR_DESC(2, WGPU_GLTF_VertexComponent_Normal));
// Toon render and stencil fill pass
{
depth_stencil_state.depthWriteEnabled = true;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Replace;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Replace;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Replace;
depth_stencil_state.stencilReadMask = 0xff;
depth_stencil_state.stencilWriteMask = 0xff;
depth_stencil_state.stencilFront = depth_stencil_state.stencilBack;
// 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 = "Toon - Vertex shader SPIR-V",
.file = "shaders/stencil_buffer/toon.vert.spv",
},
.buffer_count = 1,
.buffers = &tunnel_cylinder_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 SPIR-V
.label = "Toon - Fragment shader SPIR-V",
.file = "shaders/stencil_buffer/toon.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
pipelines.stencil = wgpuDeviceCreateRenderPipeline(
wgpu_context->device, &(WGPURenderPipelineDescriptor){
.label = "Stencil - Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipelines.stencil != NULL);
// Shader modules are no longer needed once the graphics pipeline has been
// created
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
// Outline pass
{
depth_stencil_state.depthWriteEnabled = false;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_NotEqual;
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Replace;
depth_stencil_state.stencilFront = depth_stencil_state.stencilBack;
// 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 = "Outline - Vertex shader SPIR-V",
.file = "shaders/stencil_buffer/outline.vert.spv",
},
.buffer_count = 1,
.buffers = &tunnel_cylinder_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 SPIR-V
.label = "Outline - Fragment shader SPIR-V",
.file = "shaders/stencil_buffer/outline.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
pipelines.outline = wgpuDeviceCreateRenderPipeline(
wgpu_context->device, &(WGPURenderPipelineDescriptor){
.label = "Outline - Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipelines.outline != NULL);
// Shader modules are no longer needed once the graphics pipeline has been
// created
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
glm_mat4_copy(context->camera->matrices.perspective, ubo_vs.projection);
glm_mat4_copy(context->camera->matrices.view, ubo_vs.model);
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffer_vs.buffer, 0,
&ubo_vs, sizeof(ubo_vs));
}
/* Prepare and initialize uniform buffer containing shader uniforms */
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
/* Mesh vertex shader uniform buffer block */
uniform_buffer_vs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Mesh vertex shader uniform buffer block",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_vs),
});
ASSERT(uniform_buffer_vs.buffer != NULL);
update_uniform_buffers(context);
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
setup_camera(context);
load_assets(context->wgpu_context);
prepare_uniform_buffers(context);
setup_pipeline_layout(context->wgpu_context);
prepare_pipelines(context->wgpu_context);
setup_bind_group(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, "Outline Width",
&ubo_vs.outline_width, 0.05f, "%.2f")) {
update_uniform_buffers(context);
}
}
}
static WGPUCommandBuffer build_command_buffer(wgpu_example_context_t* context)
{
wgpu_context_t* wgpu_context = context->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);
/* Set the bind group */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_group, 0,
0);
/* First pass renders object (toon shaded) and fills stencil buffer */
{
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc,
pipelines.stencil);
/* Draw model */
wgpu_gltf_model_draw(model, (wgpu_gltf_model_render_options_t){0});
}
// Second pass renders scaled object only where stencil was not set by first
// pass
{
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc,
pipelines.outline);
/* Draw model */
wgpu_gltf_model_draw(model, (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);
// Submit 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_on_view_changed(wgpu_example_context_t* context)
{
update_uniform_buffers(context);
}
// Clean up used resources
static void example_destroy(wgpu_example_context_t* context)
{
camera_release(context->camera);
wgpu_gltf_model_destroy(model);
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffer_vs.buffer)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.stencil)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.outline)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(BindGroup, bind_group)
}
void example_stencil_buffer(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,
.example_on_view_changed_func = &example_on_view_changed,
});
// clang-format on
}