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texture_cubemap.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/gltf_model.h"
#include "../webgpu/imgui_overlay.h"
#include "../webgpu/texture.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Cube map texture loading and displaying
*
* Loads a cube map texture from disk containing six different faces. All faces
* and mip levels are uploaded into video memory, and the cubemap is displayed
* on a skybox as a backdrop and on a 3D model as a reflection.
*
* Ref:
* https://github.com/SaschaWillems/Vulkan/tree/master/examples/texturecubemap
*
* Cubemap texture: Yokohama 3
* http://www.humus.name/index.php?page=Textures&ID=139
* -------------------------------------------------------------------------- */
static bool display_skybox = true;
// Cubemap texture and sampler
static texture_t cube_map;
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;
} uniform_buffers = {0};
// Uniform block vertex shader
static struct {
mat4 projection;
mat4 model_view;
mat4 inverse_model_view;
float lod_bias;
} ubo_vs = {
.lod_bias = 0.0f,
};
static struct {
WGPURenderPipeline reflect;
WGPURenderPipeline skybox;
} pipelines = {0};
static struct {
WGPUBindGroup object;
WGPUBindGroup skybox;
} bind_groups = {0};
// The bind group layout
static WGPUBindGroupLayout bind_group_layout;
// The pipeline layout
static WGPUPipelineLayout pipeline_layout;
// Render pass descriptor for frame buffer writes
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
static const char* object_names[4] = {"Sphere", "Teapot", "Torusknot", "Venus"};
// Other variables
static const char* example_title = "Cube map textures";
static bool prepared = false;
// Setup a default look-at camera
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, -4.0f});
camera_set_rotation(context->camera, (vec3){0.0f, 0.0f, 0.0f});
camera_set_rotation_speed(context->camera, 0.25f);
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)
{
/* 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,
});
}
/* Cubemap texture */
cube_map = wgpu_create_texture_from_file(
wgpu_context, "textures/cubemap_yokohama_rgba.ktx", NULL);
}
static void setup_bind_group_layout(wgpu_context_t* wgpu_context)
{
WGPUBindGroupLayoutEntry bgl_entries[3] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Binding 0: Uniform buffer (Vertex shader & Fragment shader) */
.binding = 0,
.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = uniform_buffers.object.size,
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Fragment shader image view */
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_Cube,
.multisampled = false,
},
.storageTexture = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
/* Binding 2: Fragment shader image sampler */
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
};
/* Create the bind group layout */
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);
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
pipeline_layout = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layout,
});
ASSERT(pipeline_layout != NULL);
}
static void setup_bind_groups(wgpu_context_t* wgpu_context)
{
/* 3D object descriptor set */
{
WGPUBindGroupEntry bg_entries[3] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0 : Vertex shader uniform buffer */
.binding = 0,
.buffer = uniform_buffers.object.buffer,
.offset = 0,
.size = uniform_buffers.object.size,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1: Fragment shader image view */
.binding = 1,
.textureView = cube_map.view
},
[2] = (WGPUBindGroupEntry) {
/* Binding 2: Fragment shader image sampler */
.binding = 2,
.sampler = cube_map.sampler,
},
};
WGPUBindGroupDescriptor bg_desc = {
.label = "3D object - Bind group",
.layout = bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
};
bind_groups.object
= wgpuDeviceCreateBindGroup(wgpu_context->device, &bg_desc);
ASSERT(bind_groups.object != NULL);
}
/* Bind group for skybox */
{
WGPUBindGroupEntry bg_entries[3] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0 : Vertex shader uniform buffer */
.binding = 0,
.buffer = uniform_buffers.skybox.buffer,
.offset = 0,
.size = uniform_buffers.skybox.size,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1: Fragment shader image view */
.binding = 1,
.textureView = cube_map.view
},
[2] = (WGPUBindGroupEntry) {
/* Binding 2: Fragment shader image sampler */
.binding = 2,
.sampler = cube_map.sampler,
},
};
WGPUBindGroupDescriptor bg_desc = {
.label = "Skybox - Bind group",
.layout = bind_group_layout,
.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 prepare_pipelines(wgpu_context_t* wgpu_context)
{
// 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 = false,
});
depth_stencil_state.depthCompare = WGPUCompareFunction_LessEqual;
// 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));
// 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 SPIR-V
.label = "Skybox - Vertex shader SPIR-V",
.file = "shaders/texture_cubemap/skybox.vert.spv",
},
.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 SPIR-V
.label = "Skybox - Fragment shader SPIR-V",
.file = "shaders/texture_cubemap/skybox.frag.spv",
},
.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_layout,
.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);
}
// Cube map reflect pipeline
{
primitive_state.cullMode = WGPUCullMode_Back;
// 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 SPIR-V
.label = "Reflect - Vertex shader SPIR-V",
.file = "shaders/texture_cubemap/reflect.vert.spv",
},
.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 SPIR-V
.label = "Reflect - Fragment shader",
.file = "shaders/texture_cubemap/reflect.frag.spv",
},
.target_count = 1,
.targets = &color_target_state,
});
// Create rendering pipeline using the specified states
pipelines.reflect = wgpuDeviceCreateRenderPipeline(
wgpu_context->device, &(WGPURenderPipelineDescriptor){
.label = "Reflect - Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipelines.reflect != NULL);
// Partial cleanup
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
}
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);
/* 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 update_uniform_buffers(wgpu_example_context_t* context)
{
/* 3D object */
camera_t* camera = context->camera;
glm_mat4_copy(camera->matrices.perspective, ubo_vs.projection);
glm_mat4_copy(camera->matrices.view, ubo_vs.model_view);
glm_mat4_inv(camera->matrices.view, ubo_vs.inverse_model_view);
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffers.object.buffer,
0, &ubo_vs, uniform_buffers.object.size);
/* Skybox */
glm_mat4_inv(camera->matrices.view, ubo_vs.inverse_model_view);
glm_vec4_copy((vec4){0.0f, 0.0f, 0.0f, 1.0f}, ubo_vs.model_view[3]);
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffers.skybox.buffer,
0, &ubo_vs, uniform_buffers.skybox.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_vs),
});
/* 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_vs),
});
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_bind_group_layout(context->wgpu_context);
setup_pipeline_layout(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_slider_float(context->imgui_overlay, "LOD bias",
&ubo_vs.lod_bias, 0.0f,
(float)cube_map.mip_level_count, "%.1f")) {
update_uniform_buffers(context);
}
imgui_overlay_combo_box(context->imgui_overlay, "Object Type",
&models.object_index, object_names, 4);
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) {
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
bind_groups.skybox, 0, NULL);
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipelines.skybox);
wgpu_gltf_model_draw(models.skybox, (wgpu_gltf_model_render_options_t){0});
}
// Objects
{
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
bind_groups.object, 0, NULL);
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc,
pipelines.reflect);
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;
}
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_destroy_texture(&cube_map);
wgpu_gltf_model_destroy(models.skybox);
for (uint8_t i = 0; i < (uint8_t)ARRAY_SIZE(models.objects); ++i) {
wgpu_gltf_model_destroy(models.objects[i].object);
}
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffers.object.buffer)
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffers.skybox.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.reflect)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.skybox)
WGPU_RELEASE_RESOURCE(BindGroup, bind_groups.object)
WGPU_RELEASE_RESOURCE(BindGroup, bind_groups.skybox)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
}
void example_texture_cubemap(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
}