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text_overlay.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/gltf_model.h"
#include "../webgpu/text_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Text Overlay
*
* Load and render a 2D text overlay created from the bitmap glyph data of a stb
* font file. This data is uploaded as a texture and used for displaying text on
* top of a 3D scene in a second pass.
*
* Ref:
* https://github.com/SaschaWillems/Vulkan/blob/master/examples/textoverlay
* -------------------------------------------------------------------------- */
static struct gltf_model_t* model = NULL;
static struct {
text_overlay_t* handle;
bool redraw_needed;
bool visible;
} text_overlay = {
.handle = NULL,
.redraw_needed = true,
.visible = true,
};
static wgpu_buffer_t uniform_buffer_vs = {0};
static struct ubo_vs_t {
mat4 projection;
mat4 model_view;
vec4 light_pos;
} ubo_vs = {
.projection = GLM_MAT4_ZERO_INIT,
.model_view = GLM_MAT4_ZERO_INIT,
.light_pos = {0.0f, 0.0f, 0.0f, 1.0f},
};
// Render pass descriptor for frame buffer writes
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
static WGPURenderPipeline pipeline = NULL;
static WGPUPipelineLayout pipeline_layout = NULL;
static WGPUBindGroup bind_group = NULL;
static WGPUBindGroupLayout bind_group_layout = NULL;
// Other variables
static const char* example_title = "Text Overlay";
static bool prepared = false;
static void setup_camera(wgpu_example_context_t* context)
{
context->camera = camera_create();
context->camera->type = CameraType_LookAt;
camera_set_position(context->camera, (vec3){0.0f, 0.0f, -2.5f});
camera_set_rotation(context->camera, (vec3){25.0f, -0.0f, 0.0f});
camera_set_perspective(context->camera, 60.0f,
context->window_size.aspect_ratio, 0.1f, 256.0f);
}
static void load_assets(wgpu_context_t* wgpu_context)
{
const uint32_t gltf_loading_flags
= WGPU_GLTF_FileLoadingFlags_PreTransformVertices
| WGPU_GLTF_FileLoadingFlags_PreMultiplyVertexColors
| WGPU_GLTF_FileLoadingFlags_DontLoadImages;
model = 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,
});
}
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 = "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 = 0.0f,
.g = 0.0f,
.b = 0.2f,
.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_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 normal
WGPU_GLTF_VERTATTR_DESC(1, WGPU_GLTF_VertexComponent_Normal),
// Location 2: Texture coordinates
WGPU_GLTF_VERTATTR_DESC(2, WGPU_GLTF_VertexComponent_UV));
// 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 = "Mesh - Vertex shader SPIR-V",
.file = "shaders/text_overlay/mesh.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 = "Mesh - Fragment shader SPIR-V",
.file = "shaders/text_overlay/mesh.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 = "Cube mesh - Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipeline != 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);
mat4 model_view_scale = GLM_MAT4_IDENTITY_INIT;
glm_scale(model_view_scale, (vec3){0.1f, 0.1f, 0.1f});
glm_mat4_mul(context->camera->matrices.view, model_view_scale,
ubo_vs.model_view);
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffer_vs.buffer, 0,
&ubo_vs, uniform_buffer_vs.size);
}
// Prepare and initialize uniform buffer containing shader uniforms
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
// Vertex shader uniform buffer block
uniform_buffer_vs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Vertex shader - Uniform buffer block",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_vs),
});
ASSERT(uniform_buffer_vs.buffer != NULL);
update_uniform_buffers(context);
}
// Update the text buffer displayed by the text overlay
void update_text_overlay(wgpu_example_context_t* context)
{
// Window height
const float width = (float)context->wgpu_context->surface.width;
const float height = (float)context->wgpu_context->surface.height;
text_overlay_begin_text_update(text_overlay.handle);
// Display example info
text_overlay_add_formatted_text(
text_overlay.handle, 5.0f, 5.0f, TextOverlay_Text_AlignLeft,
"WebGPU Example - %s", context->example_title);
text_overlay_add_formatted_text(
text_overlay.handle, 5.0f, 25.0f, TextOverlay_Text_AlignLeft,
"%.2f ms/frame (%.1d fps)", (1000.0f / context->last_fps),
context->last_fps);
text_overlay_add_text(text_overlay.handle, context->adapter_info[0], 5.0f,
45.0f, TextOverlay_Text_AlignLeft);
// Display current model view matrix
text_overlay_add_text(text_overlay.handle, "Model View Matrix", (float)width,
5.0f, TextOverlay_Text_AlignRight);
for (uint32_t i = 0; i < 4; i++) {
text_overlay_add_formatted_text(
text_overlay.handle, (float)width, 25.0f + (float)i * 20.0f,
TextOverlay_Text_AlignRight, "%+.2f %+.2f %+.2f %+.2f",
ubo_vs.model_view[0][i], ubo_vs.model_view[1][i], ubo_vs.model_view[2][i],
ubo_vs.model_view[3][i]);
}
// Display text overlay visibility toggle info
text_overlay_add_text(text_overlay.handle,
"Press \"space\" to toggle text overlay", 5.0f, 65.0f,
TextOverlay_Text_AlignLeft);
// Display cube dragging related text
text_overlay_add_text(text_overlay.handle,
"Hold middle mouse button and drag to move", 5.0f,
85.0f, TextOverlay_Text_AlignLeft);
mat4 model_view_projection = GLM_MAT4_ZERO_INIT;
glm_mat4_mul(ubo_vs.projection, ubo_vs.model_view, model_view_projection);
vec3 projected = GLM_VEC3_ZERO_INIT;
glm_project((vec3){0.0f, 0.0f, 0.0}, model_view_projection,
(vec4){0.f, 0.f, width, height}, projected);
text_overlay_add_text(text_overlay.handle, "A cube", projected[0],
height - projected[1], TextOverlay_Text_AlignCenter);
text_overlay_end_text_update(text_overlay.handle);
}
static void prepare_text_overlay(wgpu_example_context_t* context)
{
text_overlay.handle = text_overlay_create(context->wgpu_context);
text_overlay.redraw_needed = true;
}
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);
prepare_text_overlay(context);
prepared = true;
return EXIT_SUCCESS;
}
return EXIT_FAILURE;
}
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);
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
/* Set the bind group */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_group, 0,
0);
/* 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 text overlay on frame */
if (text_overlay.visible) {
if (text_overlay.redraw_needed) {
text_overlay.redraw_needed = false;
update_text_overlay(context);
}
text_overlay_draw_frame(text_overlay.handle,
render_pass.color_attachments[0].view);
}
// 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;
}
bool result = example_draw(context);
if (context->frame_counter == 0) {
text_overlay.redraw_needed = true;
}
return result;
}
static void example_on_view_changed(wgpu_example_context_t* context)
{
update_uniform_buffers(context);
text_overlay.redraw_needed = true;
}
static void example_on_key_pressed(keycode_t key)
{
if (key == KEY_SPACE) {
// Toggle text overlay visibility
text_overlay.visible = !text_overlay.visible;
}
}
// Clean up used resources
static void example_destroy(wgpu_example_context_t* context)
{
text_overlay_release(text_overlay.handle);
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, pipeline)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(BindGroup, bind_group)
}
void example_text_overlay(int argc, char* argv[])
{
// clang-format off
example_run(argc, argv, &(refexport_t){
.example_settings = (wgpu_example_settings_t){
.title = example_title,
},
.example_initialize_func = &example_initialize,
.example_render_func = &example_render,
.example_destroy_func = &example_destroy,
.example_on_view_changed_func = &example_on_view_changed,
.example_on_key_pressed_func = &example_on_key_pressed,
});
// clang-format on
}