-
Notifications
You must be signed in to change notification settings - Fork 24
/
Copy pathtextured_cube.c
493 lines (424 loc) · 15.6 KB
/
textured_cube.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
#include "common_shaders.h"
#include "example_base.h"
#include "meshes.h"
#include <string.h>
#include "../webgpu/imgui_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Textured Cube
*
* This example shows how to bind and sample textures.
*
* Ref:
* https://github.com/austinEng/webgpu-samples/blob/main/src/sample/texturedCube
* https://github.com/gfx-rs/wgpu-rs/tree/master/examples/cube
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* sampled_texture_mix_color_fragment_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Textured Cube example
* -------------------------------------------------------------------------- */
// Cube mesh
static cube_mesh_t cube_mesh = {0};
// Cube struct
static struct {
WGPUBindGroup uniform_buffer_bind_group;
WGPUBindGroupLayout bind_group_layout;
struct {
mat4 model_view_projection;
} view_mtx;
} cube = {0};
// Vertex buffer
static wgpu_buffer_t vertices = {0};
// Uniform buffer block object
static wgpu_buffer_t uniform_buffer_vs = {0};
static struct {
mat4 projection;
mat4 view;
} view_matrices = {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};
// Texture and sampler
static texture_t texture = {0};
// Other variables
static const char* example_title = "Textured Cube";
static bool prepared = false;
// Prepare the cube geometry
static void prepare_cube_mesh(void)
{
cube_mesh_init(&cube_mesh);
}
// Prepare vertex buffer
static void prepare_vertex_buffer(wgpu_context_t* wgpu_context)
{
vertices = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Cube - Vertex buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(cube_mesh.vertex_array),
.initial.data = cube_mesh.vertex_array,
});
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
WGPUBindGroupLayoutEntry bgl_entries[3] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Transform */
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = sizeof(mat4), /* 4x4 matrix */
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
/* Sampler */
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
/* Texture view */
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
.storageTexture = {0},
}
};
cube.bind_group_layout = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Cube - Bind group layout",
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(cube.bind_group_layout != NULL);
// Create the pipeline layout that is used to generate the rendering pipelines
// that are based on this bind group layout
pipeline_layout = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Render pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &cube.bind_group_layout,
});
ASSERT(pipeline_layout != NULL);
}
static void prepare_texture(wgpu_context_t* wgpu_context)
{
const char* file = "textures/Di-3d.png";
texture = wgpu_create_texture_from_file(wgpu_context, file, 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 = 0.2f,
.b = 0.3f,
.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_view_matrices(wgpu_context_t* wgpu_context)
{
const float aspect_ratio
= (float)wgpu_context->surface.width / (float)wgpu_context->surface.height;
// Projection matrix
glm_mat4_identity(view_matrices.projection);
glm_perspective(PI2 / 5.0f, aspect_ratio, 1.0f, 100.0f,
view_matrices.projection);
}
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
/* Setup the view matrices for the camera */
prepare_view_matrices(context->wgpu_context);
/* Uniform buffer */
uniform_buffer_vs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Camera view matrices - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(mat4), // 4x4 matrix
});
ASSERT(uniform_buffer_vs.buffer != NULL);
}
static void update_transformation_matrix(wgpu_example_context_t* context)
{
const float now = context->frame.timestamp_millis / 1000.0f;
/* View matrix */
glm_mat4_identity(view_matrices.view);
glm_translate(view_matrices.view, (vec3){0.0f, 0.0f, -4.0f});
glm_rotate(view_matrices.view, 1.0f, (vec3){sin(now), cos(now), 0.0f});
/* Model view projection matrix */
glm_mat4_identity(cube.view_mtx.model_view_projection);
glm_mat4_mul(view_matrices.projection, view_matrices.view,
cube.view_mtx.model_view_projection);
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
/* Update the model-view-projection matrix */
update_transformation_matrix(context);
/* Map uniform buffer and update it */
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffer_vs.buffer, 0,
&cube.view_mtx.model_view_projection,
uniform_buffer_vs.size);
}
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,
.sampler = texture.sampler,
},
[2] = (WGPUBindGroupEntry) {
.binding = 2,
.textureView = texture.view,
}
};
WGPUBindGroupDescriptor bg_desc = {
.label = "Cube uniform - Buffer bind group",
.layout = cube.bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
};
cube.uniform_buffer_bind_group
= wgpuDeviceCreateBindGroup(wgpu_context->device, &bg_desc);
ASSERT(cube.uniform_buffer_bind_group != NULL);
}
static void prepare_pipelines(wgpu_context_t* wgpu_context)
{
/* Primitive state */
WGPUPrimitiveState primitive_state = {
.topology = WGPUPrimitiveTopology_TriangleList,
.frontFace = WGPUFrontFace_CCW,
// Backface culling since the cube is solid piece of geometry.
// Faces pointing away from the camera will be occluded by faces pointing
// toward the camera.
.cullMode = WGPUCullMode_Back,
};
/* Color target state */
WGPUBlendState blend_state = wgpu_create_blend_state(true);
WGPUColorTargetState color_target_state = (WGPUColorTargetState){
.format = wgpu_context->swap_chain.format,
.blend = &blend_state,
.writeMask = WGPUColorWriteMask_All,
};
// Depth stencil state
// Enable depth testing so that the fragment closest to the camera
// is rendered in front.
WGPUDepthStencilState depth_stencil_state
= wgpu_create_depth_stencil_state(&(create_depth_stencil_state_desc_t){
.format = WGPUTextureFormat_Depth24PlusStencil8,
.depth_write_enabled = true,
});
depth_stencil_state.depthCompare = WGPUCompareFunction_Less;
/* Vertex buffer layout */
WGPU_VERTEX_BUFFER_LAYOUT(
textured_cube, cube_mesh.vertex_size,
/* Attribute location 0: Position */
WGPU_VERTATTR_DESC(0, WGPUVertexFormat_Float32x4,
cube_mesh.position_offset),
/* Attribute location 1: UV */
WGPU_VERTATTR_DESC(1, WGPUVertexFormat_Float32x2, cube_mesh.uv_offset))
/* 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 = "Basic - Vertex shader WGSL",
.wgsl_code.source = basic_vertex_shader_wgsl,
},
.buffer_count = 1,
.buffers = &textured_cube_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 = "Sampled texture mix color - Fragment shader WGSL",
.wgsl_code.source = sampled_texture_mix_color_fragment_shader_wgsl,
},
.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 = "Textured cube - 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 int example_initialize(wgpu_example_context_t* context)
{
if (context) {
prepare_cube_mesh();
prepare_vertex_buffer(context->wgpu_context);
setup_pipeline_layout(context->wgpu_context);
prepare_texture(context->wgpu_context);
prepare_uniform_buffers(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")) {
imgui_overlay_checkBox(context->imgui_overlay, "Paused", &context->paused);
}
}
static WGPUCommandBuffer build_command_buffer(wgpu_context_t* wgpu_context)
{
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 */
wgpu_context->rpass_enc = wgpuCommandEncoderBeginRenderPass(
wgpu_context->cmd_enc, &render_pass.descriptor);
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
/* Bind cube vertex buffer (contains position and colors) */
wgpuRenderPassEncoderSetVertexBuffer(wgpu_context->rpass_enc, 0,
vertices.buffer, 0, WGPU_WHOLE_SIZE);
//* Set the bind group */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
cube.uniform_buffer_bind_group, 0, 0);
/* Draw textured cube */
wgpuRenderPassEncoderDraw(wgpu_context->rpass_enc, cube_mesh.vertex_count, 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)
{
/* 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;
}
static int example_render(wgpu_example_context_t* context)
{
if (!prepared) {
return EXIT_FAILURE;
}
const int draw_result = example_draw(context);
if (!context->paused) {
update_uniform_buffers(context);
}
return draw_result;
}
// Clean up used resources
static void example_destroy(wgpu_example_context_t* context)
{
UNUSED_VAR(context);
wgpu_destroy_texture(&texture);
WGPU_RELEASE_RESOURCE(BindGroupLayout, cube.bind_group_layout)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(BindGroup, cube.uniform_buffer_bind_group)
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffer_vs.buffer)
WGPU_RELEASE_RESOURCE(Buffer, vertices.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
}
void example_textured_cube(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* sampled_texture_mix_color_fragment_shader_wgsl = CODE(
@group(0) @binding(1) var mySampler: sampler;
@group(0) @binding(2) var myTexture: texture_2d<f32>;
@fragment
fn main(
@location(0) fragUV: vec2<f32>,
@location(1) fragPosition: vec4<f32>
) -> @location(0) vec4<f32> {
return textureSample(myTexture, mySampler, fragUV) * fragPosition;
}
);
// clang-format on