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instanced_cube.c
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390 lines (334 loc) · 12.2 KB
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#include "common_shaders.h"
#include "meshes.h"
#include "webgpu/wgpu_common.h"
#include <cglm/cglm.h>
#include <string.h>
#define SOKOL_TIME_IMPL
#include <sokol_time.h>
/* -------------------------------------------------------------------------- *
* WebGPU Example - Instanced Cube
*
* This example shows the use of instancing.
*
* Ref:
* https://github.com/austinEng/webgpu-samples/blob/main/src/sample/instancedCube
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* instanced_vertex_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Instanced Cube example
* -------------------------------------------------------------------------- */
#define MAX_NUM_INSTANCES (16u)
static const uint32_t x_count = 4;
static const uint32_t y_count = 4;
static const uint32_t num_instances = x_count * y_count;
static const uint32_t matrix_float_count = 16; // 4x4 matrix
static const uint32_t matrix_size = 4 * matrix_float_count;
static const uint32_t uniform_buffer_size = num_instances * matrix_size;
static struct {
cube_mesh_t cube_mesh;
uint32_t cube_vertex_count;
wgpu_buffer_t vertices;
struct {
wgpu_buffer_t buffer;
WGPUBindGroup bind_group;
} uniform_buffer;
struct {
mat4 projection;
mat4 view;
mat4 model[MAX_NUM_INSTANCES];
float model_view_projection[16 * MAX_NUM_INSTANCES];
mat4 tmp;
} view_matrices;
WGPURenderPipeline pipeline;
WGPURenderPassColorAttachment color_attachment;
WGPURenderPassDepthStencilAttachment depth_stencil_attachment;
WGPURenderPassDescriptor render_pass_descriptor;
WGPUBool initialized;
} state = {
.cube_vertex_count = 36,
.color_attachment = {
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = {0.1, 0.2, 0.3, 1.0},
.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
},
.depth_stencil_attachment = {
.depthLoadOp = WGPULoadOp_Clear,
.depthStoreOp = WGPUStoreOp_Store,
.depthClearValue = 1.0f,
.stencilLoadOp = WGPULoadOp_Clear,
.stencilStoreOp = WGPUStoreOp_Store,
.stencilClearValue = 0,
},
.render_pass_descriptor = {
.colorAttachmentCount = 1,
.colorAttachments = &state.color_attachment,
.depthStencilAttachment = &state.depth_stencil_attachment,
}
};
/* Prepare the cube geometry */
static void init_cube_mesh(void)
{
cube_mesh_init(&state.cube_mesh);
}
/* Create a vertex buffer from the cube data. */
static void init_vertex_buffer(wgpu_context_t* wgpu_context)
{
state.vertices = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Cube data - Vertex buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(state.cube_mesh.vertex_array),
.initial.data = state.cube_mesh.vertex_array,
});
}
static void update_transformation_matrix(void)
{
const float now = stm_sec(stm_now());
uint32_t m = 0, i = 0;
for (uint32_t x = 0; x < x_count; ++x) {
for (uint32_t y = 0; y < y_count; ++y) {
memcpy(state.view_matrices.tmp, state.view_matrices.model[i],
sizeof(mat4));
glm_rotate(state.view_matrices.tmp, 1.0f,
(vec3){
sin(((float)x + 0.5f) * now), /* x */
cos(((float)y + 0.5f) * now), /* y */
0.0f /* z */
});
glm_mat4_mul(state.view_matrices.view, state.view_matrices.tmp,
state.view_matrices.tmp);
glm_mat4_mul(state.view_matrices.projection, state.view_matrices.tmp,
state.view_matrices.tmp);
memcpy(&state.view_matrices.model_view_projection[m],
state.view_matrices.tmp, sizeof(state.view_matrices.tmp));
++i;
m += matrix_float_count;
}
}
}
static void update_uniform_buffers(wgpu_context_t* wgpu_context)
{
update_transformation_matrix();
wgpuQueueWriteBuffer(wgpu_context->queue, state.uniform_buffer.buffer.buffer,
0, &state.view_matrices.model_view_projection,
state.uniform_buffer.buffer.size);
}
static void init_view_matrices(wgpu_context_t* wgpu_context)
{
/* Calculate aspect ratio */
const float aspect_ratio
= (float)wgpu_context->width / (float)wgpu_context->height;
/* Projection matrix */
glm_mat4_identity(state.view_matrices.projection);
glm_perspective(PI2 / 5.0f, aspect_ratio, 1.0f, 100.0f,
state.view_matrices.projection);
/* View matrix */
glm_mat4_identity(state.view_matrices.view);
glm_translate(state.view_matrices.view, (vec3){0.0f, 0.0f, -12.0f});
/* Temporary matrix */
glm_mat4_identity(state.view_matrices.tmp);
}
static void init_model_matrices(void)
{
const float step = 4.0f;
/* Initialize the matrix data for every instance. */
uint32_t m = 0;
for (uint32_t x = 0; x < x_count; x++) {
for (uint32_t y = 0; y < y_count; y++) {
glm_mat4_identity(state.view_matrices.model[m]);
glm_translate(state.view_matrices.model[m],
(vec3){
step * (x - x_count / 2.0f + 0.5f), /* x */
step * (y - y_count / 2.0f + 0.5f), /* y */
0.0f /* z */
});
++m;
}
}
}
static void init_uniform_buffer(wgpu_context_t* wgpu_context)
{
/* Prepare camera view matrices */
init_view_matrices(wgpu_context);
// Uniform buffer: allocate a buffer large enough to hold transforms for every
// instance.
state.uniform_buffer.buffer = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Camera view matrices - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = uniform_buffer_size,
});
}
static void init_bind_group(wgpu_context_t* wgpu_context)
{
/* Uniform bind group */
WGPUBindGroupDescriptor bg_desc = {
.label = STRVIEW("Cube - Bind group"),
.layout = wgpuRenderPipelineGetBindGroupLayout(state.pipeline, 0),
.entryCount = 1,
.entries = &(WGPUBindGroupEntry) {
.binding = 0,
.buffer = state.uniform_buffer.buffer.buffer,
.offset = 0,
.size = state.uniform_buffer.buffer.size,
},
};
state.uniform_buffer.bind_group
= wgpuDeviceCreateBindGroup(wgpu_context->device, &bg_desc);
ASSERT(state.uniform_buffer.bind_group != NULL);
/* Model matrices */
init_model_matrices();
}
static void init_pipeline(wgpu_context_t* wgpu_context)
{
WGPUShaderModule vert_shader_module = wgpu_create_shader_module(
wgpu_context->device, instanced_vertex_shader_wgsl);
WGPUShaderModule frag_shader_module = wgpu_create_shader_module(
wgpu_context->device, vertex_position_color_fragment_shader_wgsl);
/* Color blend state */
WGPUBlendState blend_state = wgpu_create_blend_state(true);
/* Depth stencil state */
WGPUDepthStencilState depth_stencil_state
= wgpu_create_depth_stencil_state(&(create_depth_stencil_state_desc_t){
.format = wgpu_context->depth_stencil_format,
.depth_write_enabled = true,
});
/* Vertex buffer layout */
WGPU_VERTEX_BUFFER_LAYOUT(instanced_cube, state.cube_mesh.vertex_size,
/* Attribute location 0: Position */
WGPU_VERTATTR_DESC(0, WGPUVertexFormat_Float32x4,
state.cube_mesh.position_offset),
/* Attribute location 1: Color */
WGPU_VERTATTR_DESC(1, WGPUVertexFormat_Float32x4,
state.cube_mesh.color_offset))
WGPURenderPipelineDescriptor rp_desc = {
.label = STRVIEW("Instanced cube - Render pipeline"),
.vertex = {
.module = vert_shader_module,
.entryPoint = STRVIEW("main"),
.bufferCount = 1,
.buffers = &instanced_cube_vertex_buffer_layout,
},
.fragment = &(WGPUFragmentState) {
.entryPoint = STRVIEW("main"),
.module = frag_shader_module,
.targetCount = 1,
.targets = &(WGPUColorTargetState) {
.format = wgpu_context->render_format,
.blend = &blend_state,
.writeMask = WGPUColorWriteMask_All,
},
},
.primitive = {
.topology = WGPUPrimitiveTopology_TriangleList,
.cullMode = WGPUCullMode_Back,
.frontFace = WGPUFrontFace_CCW
},
.depthStencil = &depth_stencil_state,
.multisample = {
.count = 1,
.mask = 0xffffffff
},
};
state.pipeline
= wgpuDeviceCreateRenderPipeline(wgpu_context->device, &rp_desc);
ASSERT(state.pipeline != NULL);
wgpuShaderModuleRelease(vert_shader_module);
wgpuShaderModuleRelease(frag_shader_module);
}
static int init(struct wgpu_context_t* wgpu_context)
{
if (wgpu_context) {
stm_setup();
init_cube_mesh();
init_vertex_buffer(wgpu_context);
init_pipeline(wgpu_context);
init_uniform_buffer(wgpu_context);
init_bind_group(wgpu_context);
state.initialized = true;
return EXIT_SUCCESS;
}
return EXIT_FAILURE;
}
static int frame(struct wgpu_context_t* wgpu_context)
{
if (!state.initialized) {
return EXIT_FAILURE;
}
/* Update matrix data */
update_uniform_buffers(wgpu_context);
WGPUDevice device = wgpu_context->device;
WGPUQueue queue = wgpu_context->queue;
state.color_attachment.view = wgpu_context->swapchain_view;
state.depth_stencil_attachment.view = wgpu_context->depth_stencil_view;
WGPUCommandEncoder cmd_enc = wgpuDeviceCreateCommandEncoder(device, NULL);
WGPURenderPassEncoder rpass_enc
= wgpuCommandEncoderBeginRenderPass(cmd_enc, &state.render_pass_descriptor);
/* Record render commands. */
wgpuRenderPassEncoderSetPipeline(rpass_enc, state.pipeline);
wgpuRenderPassEncoderSetVertexBuffer(rpass_enc, 0, state.vertices.buffer, 0,
WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(rpass_enc, 0,
state.uniform_buffer.bind_group, 0, 0);
wgpuRenderPassEncoderDraw(rpass_enc, state.cube_vertex_count, num_instances,
0, 0);
wgpuRenderPassEncoderEnd(rpass_enc);
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(cmd_enc, NULL);
/* Submit and present. */
wgpuQueueSubmit(queue, 1, &cmd_buffer);
/* Cleanup */
wgpuRenderPassEncoderRelease(rpass_enc);
wgpuCommandBufferRelease(cmd_buffer);
wgpuCommandEncoderRelease(cmd_enc);
return EXIT_SUCCESS;
}
static void shutdown(struct wgpu_context_t* wgpu_context)
{
UNUSED_VAR(wgpu_context);
WGPU_RELEASE_RESOURCE(BindGroup, state.uniform_buffer.bind_group)
WGPU_RELEASE_RESOURCE(Buffer, state.uniform_buffer.buffer.buffer)
WGPU_RELEASE_RESOURCE(Buffer, state.vertices.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, state.pipeline)
}
int main(void)
{
wgpu_start(&(wgpu_desc_t){
.title = "Instanced Cube",
.init_cb = init,
.frame_cb = frame,
.shutdown_cb = shutdown,
});
return EXIT_SUCCESS;
}
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
// clang-format off
static const char* instanced_vertex_shader_wgsl = CODE(
struct Uniforms {
modelViewProjectionMatrix : array<mat4x4f, 16>,
}
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexOutput {
@builtin(position) Position : vec4f,
@location(0) fragUV : vec2f,
@location(1) fragPosition: vec4f,
}
@vertex
fn main(
@builtin(instance_index) instanceIdx : u32,
@location(0) position : vec4f,
@location(1) uv : vec2f
) -> VertexOutput {
var output : VertexOutput;
output.Position = uniforms.modelViewProjectionMatrix[instanceIdx] * position;
output.fragUV = uv;
output.fragPosition = 0.5 * (position + vec4(1.0));
return output;
}
);
// clang-format on