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textured_quad.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/imgui_overlay.h"
#include "../webgpu/texture.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Textured Quad
*
* This example shows how to load and sample textures (including mip maps).
*
* Ref:
* https://github.com/SaschaWillems/Vulkan/blob/master/examples/texture/texture.cpp
* -------------------------------------------------------------------------- */
/* Vertex layout for this example */
typedef struct {
vec3 pos;
vec2 uv;
vec3 normal;
} vertex_t;
/* Vertex buffer */
static wgpu_buffer_t vertices = {0};
/* Index buffer */
static wgpu_buffer_t indices = {0};
/* Uniform buffer block object */
static wgpu_buffer_t uniform_buffer_vs = {0};
static struct {
mat4 projection;
mat4 model_view;
vec4 view_pos;
float lodBias;
} ubo_vs = {0};
/* The pipeline layout */
static WGPUPipelineLayout pipeline_layout = NULL; /* solid */
/* Pipeline */
static WGPURenderPipeline pipeline = NULL; /* solid */
/* Render pass descriptor for frame buffer writes */
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
/* Bind groups stores the resources bound to the binding points in a shader */
static WGPUBindGroup bind_group = NULL;
static WGPUBindGroupLayout bind_group_layout = NULL;
/* Contains all WebGPU objects that are required to store and use a texture */
static texture_t texture = {0};
/* Other variables */
static const char* example_title = "Textured Quad";
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, -2.5f});
camera_set_rotation(context->camera, (vec3){0.0f, 15.0f, 0.0f});
camera_set_perspective(context->camera, 60.0f,
context->window_size.aspect_ratio, 0.1f, 256.0f);
}
/* Upload texture image data to the GPU */
static void load_texture(wgpu_context_t* wgpu_context)
{
// We use the Khronos texture format
// (https:/*www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/)
texture = wgpu_create_texture_from_file(
wgpu_context, "textures/metalplate01_rgba.ktx", NULL);
}
static void generate_quad(wgpu_context_t* wgpu_context)
{
/* Setup vertices for a single uv-mapped quad made from two triangles */
static const vertex_t vertices_data[4] = {
[0] = {
.pos = {1.0f, 1.0f, 0.0f},
.uv = {1.0f, 1.0f},
.normal = {0.0f, 0.0f, 1.0f},
},
[1] = {
.pos = {-1.0f, 1.0f, 0.0f},
.uv = {0.0f, 1.0f},
.normal = {0.0f, 0.0f, 1.0f},
},
[2] = {
.pos = {-1.0f, -1.0f, 0.0f},
.uv = {0.0f, 0.0f},
.normal = {0.0f, 0.0f, 1.0f},
},
[3] = {
.pos = {1.0f, -1.0f, 0.0f},
.uv = {1.0f, 0.0f},
.normal = {0.0f, 0.0f, 1.0f},
},
};
vertices = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Quad - Vertex buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(vertices_data),
.count = (uint32_t)ARRAY_SIZE(vertices_data),
.initial.data = vertices_data,
});
/* Setup indices */
static const uint16_t index_buffer[6] = {
0, 1, 2, /* Triangle 1 */
2, 3, 0 /* Triangle 2 */
};
indices = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Quad - Index buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
.size = sizeof(index_buffer),
.count = (uint32_t)ARRAY_SIZE(index_buffer),
.initial.data = index_buffer,
});
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
/* Pass matrices to the shaders */
glm_mat4_copy(context->camera->matrices.perspective, ubo_vs.projection);
glm_mat4_copy(context->camera->matrices.view, ubo_vs.model_view);
glm_vec4_copy(context->camera->view_pos, ubo_vs.view_pos);
/* Map uniform buffer and update it */
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)
{
/* 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),
});
/* Update uniform buffer block data */
update_uniform_buffers(context);
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
/* Bind group layout */
WGPUBindGroupLayoutEntry bgl_entries[3] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Binding 0: Uniform buffer (Vertex shader) */
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = uniform_buffer_vs.size,
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Texture view (Fragment shader) */
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
.storageTexture = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
/* Binding 2: Sampler (Fragment shader) */
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout) {
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {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 that is used to generate the rendering pipelines
// that are based on this descriptor set 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[3] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0 : Vertex shader uniform buffer */
.binding = 0,
.buffer = uniform_buffer_vs.buffer,
.offset = 0,
.size = uniform_buffer_vs.size,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1 : Fragment shader texture view */
.binding = 1,
.textureView = texture.view,
},
[2] = (WGPUBindGroupEntry) {
/* Binding 2: Fragment shader image sampler */
.binding = 2,
.sampler = texture.sampler,
},
};
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 = 0.0f,
.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,
};
}
/* Create the graphics pipeline */
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(true);
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_VERTEX_BUFFER_LAYOUT(
quad, sizeof(vertex_t),
/* Attribute descriptions */
/* Attribute location 0: Position */
WGPU_VERTATTR_DESC(0, WGPUVertexFormat_Float32x3, offsetof(vertex_t, pos)),
/* Attribute location 1: Texture coordinates */
WGPU_VERTATTR_DESC(1, WGPUVertexFormat_Float32x2, offsetof(vertex_t, uv)),
/* Attribute location 2: Vertex normal */
WGPU_VERTATTR_DESC(2, WGPUVertexFormat_Float32x3,
offsetof(vertex_t, normal)))
/* 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 = "Texture quad - Vertex shader SPIR-V",
.file = "shaders/textured_quad/texture.vert.spv",
},
.buffer_count = 1,
.buffers = &quad_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 = "Texture quad - Fragment shader SPIR-V",
.file = "shaders/textured_quad/texture.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 = "Textured quad - 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) {
setup_camera(context);
load_texture(context->wgpu_context);
generate_quad(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_slider_float(context->imgui_overlay, "LOD Bias",
&ubo_vs.lodBias, 0.0f,
(float)texture.mip_level_count, "%.1f")) {
update_uniform_buffers(context);
}
}
}
/* Build separate command buffer for the framebuffer image */
static WGPUCommandBuffer build_command_buffer(wgpu_context_t* wgpu_context)
{
/* Set target frame */
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);
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
/* Set the bind group */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_group, 0,
0);
/* 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 triangle vertex buffer (contains position and colors) */
wgpuRenderPassEncoderSetVertexBuffer(wgpu_context->rpass_enc, 0,
vertices.buffer, 0, WGPU_WHOLE_SIZE);
/* Bind triangle index buffer */
wgpuRenderPassEncoderSetIndexBuffer(wgpu_context->rpass_enc, indices.buffer,
WGPUIndexFormat_Uint16, 0,
WGPU_WHOLE_SIZE);
/* Draw indexed quad */
wgpuRenderPassEncoderDrawIndexed(wgpu_context->rpass_enc, indices.count, 1, 0,
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;
}
return example_draw(context);
}
static void example_on_view_changed(wgpu_example_context_t* context)
{
update_uniform_buffers(context);
}
static void example_destroy(wgpu_example_context_t* context)
{
camera_release(context->camera);
wgpu_destroy_texture(&texture);
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(BindGroup, bind_group)
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffer_vs.buffer)
WGPU_RELEASE_RESOURCE(Buffer, indices.buffer)
WGPU_RELEASE_RESOURCE(Buffer, vertices.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
}
void example_textured_quad(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
}