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textured_cube.c
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476 lines (421 loc) · 15 KB
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#include "common_shaders.h"
#include "meshes.h"
#include "webgpu/wgpu_common.h"
#include <cglm/cglm.h>
#define SOKOL_FETCH_IMPL
#include <sokol_fetch.h>
#define SOKOL_TIME_IMPL
#include <sokol_time.h>
#include "core/image_loader.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Textured Cube
*
* This example shows how to bind and sample textures.
*
* Ref:
* https://github.com/webgpu/webgpu-samples/tree/main/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
* -------------------------------------------------------------------------- */
/* State struct */
static struct {
cube_mesh_t cube_mesh;
wgpu_buffer_t vertices;
struct {
struct {
WGPUBindGroup handle;
bool is_dirty;
} bind_group;
WGPUBindGroupLayout bind_group_layout;
struct {
mat4 model_view_projection;
} view_mtx;
} cube;
wgpu_buffer_t uniform_buffer_vs;
struct {
mat4 projection;
mat4 view;
} view_matrices;
wgpu_texture_t texture;
uint8_t file_buffer[512 * 512 * 4];
WGPUPipelineLayout pipeline_layout;
WGPURenderPipeline pipeline;
WGPURenderPassColorAttachment color_attachment;
WGPURenderPassDepthStencilAttachment depth_stencil_attachment;
WGPURenderPassDescriptor render_pass_descriptor;
WGPUBool initialized;
} state = {
.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 = "Textured Cube - Vertices buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(state.cube_mesh.vertex_array),
.initial.data = state.cube_mesh.vertex_array,
});
}
static void init_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},
}
};
state.cube.bind_group_layout = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device,
&(WGPUBindGroupLayoutDescriptor){
.label = STRVIEW("Textured Cube - Bind group layout"),
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(state.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
state.pipeline_layout = wgpuDeviceCreatePipelineLayout(
wgpu_context->device,
&(WGPUPipelineLayoutDescriptor){
.label = STRVIEW("Textured Cube - Render pipeline layout"),
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &state.cube.bind_group_layout,
});
ASSERT(state.pipeline_layout != NULL);
}
/**
* @brief The fetch-callback is called by sokol_fetch.h when the data is loaded,
* or when an error has occurred.
*/
static void fetch_callback(const sfetch_response_t* response)
{
if (!response->fetched) {
printf("File fetch failed, error: %d\n", response->error_code);
return;
}
/* The file data has been fetched, since we provided a big-enough buffer we
* can be sure that all data has been loaded here */
int img_width, img_height, num_channels;
const int desired_channels = 4;
uint8_t* pixels = image_pixels_from_memory(
response->data.ptr, (int)response->data.size, &img_width, &img_height,
&num_channels, desired_channels);
if (pixels) {
wgpu_texture_t* texture = *(wgpu_texture_t**)response->user_data;
texture->desc = (wgpu_texture_desc_t){
.extent = (WGPUExtent3D) {
.width = img_width,
.height = img_height,
.depthOrArrayLayers = 1,
},
.format = WGPUTextureFormat_RGBA8Unorm,
.pixels = {
.ptr = pixels,
.size = img_width * img_height * 4,
},
};
texture->desc.is_dirty = true;
}
}
static void init_texture(wgpu_context_t* wgpu_context)
{
state.texture = wgpu_create_color_bars_texture(wgpu_context, NULL);
wgpu_texture_t* texture = &state.texture;
sfetch_send(&(sfetch_request_t){
.path = "assets/textures/Di-3d.png",
.callback = fetch_callback,
.buffer = SFETCH_RANGE(state.file_buffer),
.user_data = {
.ptr = &texture,
.size = sizeof(wgpu_texture_t*),
},
});
}
static void init_view_matrices(wgpu_context_t* wgpu_context)
{
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);
}
static void init_uniform_buffers(wgpu_context_t* wgpu_context)
{
/* Setup the view matrices for the camera */
init_view_matrices(wgpu_context);
/* Uniform buffer */
state.uniform_buffer_vs = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Camera view matrices - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(mat4), // 4x4 matrix
});
ASSERT(state.uniform_buffer_vs.buffer != NULL);
}
static void update_transformation_matrix(void)
{
const float now = stm_sec(stm_now());
/* View matrix */
glm_mat4_identity(state.view_matrices.view);
glm_translate(state.view_matrices.view, (vec3){0.0f, 0.0f, -4.0f});
glm_rotate(state.view_matrices.view, 1.0f, (vec3){sin(now), cos(now), 0.0f});
/* Model view projection matrix */
glm_mat4_identity(state.cube.view_mtx.model_view_projection);
glm_mat4_mul(state.view_matrices.projection, state.view_matrices.view,
state.cube.view_mtx.model_view_projection);
}
static void update_uniform_buffers(wgpu_context_t* wgpu_context)
{
/* Update the model-view-projection matrix */
update_transformation_matrix();
/* Map uniform buffer and update it */
wgpuQueueWriteBuffer(wgpu_context->queue, state.uniform_buffer_vs.buffer, 0,
&state.cube.view_mtx.model_view_projection,
state.uniform_buffer_vs.size);
}
static void init_bind_group(wgpu_context_t* wgpu_context)
{
WGPU_RELEASE_RESOURCE(BindGroup, state.cube.bind_group.handle)
WGPUBindGroupEntry bg_entries[3] = {
[0] = (WGPUBindGroupEntry) {
.binding = 0,
.buffer = state.uniform_buffer_vs.buffer,
.offset = 0,
.size = state.uniform_buffer_vs.size,
},
[1] = (WGPUBindGroupEntry) {
.binding = 1,
.sampler = state.texture.sampler,
},
[2] = (WGPUBindGroupEntry) {
.binding = 2,
.textureView = state.texture.view,
}
};
WGPUBindGroupDescriptor bg_desc = {
.label = STRVIEW("Cube uniform - Buffer bind group"),
.layout = state.cube.bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
};
state.cube.bind_group.handle
= wgpuDeviceCreateBindGroup(wgpu_context->device, &bg_desc);
ASSERT(state.cube.bind_group.handle != NULL);
state.cube.bind_group.is_dirty = false;
}
static void init_pipelines(wgpu_context_t* wgpu_context)
{
WGPUShaderModule vert_shader_module
= wgpu_create_shader_module(wgpu_context->device, basic_vertex_shader_wgsl);
WGPUShaderModule frag_shader_module = wgpu_create_shader_module(
wgpu_context->device, sampled_texture_mix_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,
});
depth_stencil_state.depthCompare = WGPUCompareFunction_Less;
/* Vertex buffer layout */
WGPU_VERTEX_BUFFER_LAYOUT(textured_cube, state.cube_mesh.vertex_size,
/* Attribute location 0: Position */
WGPU_VERTATTR_DESC(0, WGPUVertexFormat_Float32x4,
state.cube_mesh.position_offset),
/* Attribute location 1: UV */
WGPU_VERTATTR_DESC(1, WGPUVertexFormat_Float32x2,
state.cube_mesh.uv_offset))
WGPURenderPipelineDescriptor rp_desc = {
.label = STRVIEW("Textured cubes - Render pipeline"),
.layout = state.pipeline_layout,
.vertex = {
.module = vert_shader_module,
.entryPoint = STRVIEW("main"),
.bufferCount = 1,
.buffers = &textured_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();
sfetch_setup(&(sfetch_desc_t){
.max_requests = 1,
.num_channels = 1,
.num_lanes = 1,
});
init_cube_mesh();
init_vertex_buffer(wgpu_context);
init_pipeline_layout(wgpu_context);
init_uniform_buffers(wgpu_context);
init_texture(wgpu_context);
init_bind_group(wgpu_context);
init_pipelines(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;
}
sfetch_dowork();
/* Recreate texture when pixel data loaded */
if (state.texture.desc.is_dirty) {
wgpu_recreate_texture(wgpu_context, &state.texture);
FREE_TEXTURE_PIXELS(state.texture);
/* Upddate the bindgroup */
init_bind_group(wgpu_context);
}
/* 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.cube.bind_group.handle,
0, 0);
wgpuRenderPassEncoderDraw(rpass_enc, state.cube_mesh.vertex_count, 1, 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);
sfetch_shutdown();
wgpu_destroy_texture(&state.texture);
WGPU_RELEASE_RESOURCE(BindGroupLayout, state.cube.bind_group_layout)
WGPU_RELEASE_RESOURCE(PipelineLayout, state.pipeline_layout)
WGPU_RELEASE_RESOURCE(BindGroup, state.cube.bind_group.handle)
WGPU_RELEASE_RESOURCE(Buffer, state.uniform_buffer_vs.buffer)
WGPU_RELEASE_RESOURCE(Buffer, state.vertices.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, state.pipeline)
}
int main(void)
{
wgpu_start(&(wgpu_desc_t){
.title = "Textured Cube",
.init_cb = init,
.frame_cb = frame,
.shutdown_cb = shutdown,
});
return EXIT_SUCCESS;
}
/* -------------------------------------------------------------------------- *
* 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: vec2f,
@location(1) fragPosition: vec4f
) -> @location(0) vec4f {
return textureSample(myTexture, mySampler, fragUV) * fragPosition;
}
);
// clang-format on