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two_cubes.c
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390 lines (342 loc) · 12.6 KB
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#include "common_shaders.h"
#include "meshes.h"
#include "webgpu/wgpu_common.h"
#include <cglm/cglm.h>
#define SOKOL_TIME_IMPL
#include <sokol_time.h>
/* -------------------------------------------------------------------------- *
* WebGPU Example - Two Cubes
*
* This example shows some of the alignment requirements involved when updating
* and binding multiple slices of a uniform buffer. It renders two rotating
* cubes which have transform matrices at different offsets in a uniform buffer.
*
* Ref:
* https://github.com/webgpu/webgpu-samples/tree/main/sample/twoCubes
* -------------------------------------------------------------------------- */
#define NUMBER_OF_CUBES (2ull)
/* Cube struct */
typedef struct cube_t {
WGPUBindGroup uniform_buffer_bind_group;
struct {
mat4 model;
mat4 model_view_projection;
mat4 tmp;
} view_mtx;
} cube_t;
/* State struct */
static struct {
cube_mesh_t cube_mesh;
cube_t cubes[NUMBER_OF_CUBES];
wgpu_buffer_t vertices;
struct {
WGPUBuffer buffer;
uint64_t offset;
uint64_t size;
uint64_t size_with_offset;
} uniform_buffer;
struct {
mat4 projection;
mat4 view;
} view_matrices;
WGPURenderPipeline pipeline;
WGPURenderBundle render_bundle;
WGPURenderPassColorAttachment color_attachment;
WGPURenderPassDepthStencilAttachment depth_stencil_attachment;
WGPURenderPassDescriptor render_pass_descriptor;
struct {
uint64_t number_of_cubes;
bool render_bundles;
} settings;
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,
},
.settings = {
.number_of_cubes = NUMBER_OF_CUBES,
.render_bundles = true,
}
};
/* 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 - Vertices 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());
const float sin_now = sin(now), cos_now = cos(now);
cube_t* cube = NULL;
for (uint64_t i = 0; i < state.settings.number_of_cubes; ++i) {
cube = &state.cubes[i];
glm_mat4_copy(cube->view_mtx.model, cube->view_mtx.tmp);
if (i % 2 == 0) {
glm_rotate(cube->view_mtx.tmp, 1.0f, (vec3){sin_now, cos_now, 0.0f});
}
else if (i % 2 == 1) {
glm_rotate(cube->view_mtx.tmp, 1.0f, (vec3){cos_now, sin_now, 0.0f});
}
glm_mat4_mul(state.view_matrices.view, cube->view_mtx.tmp,
cube->view_mtx.model_view_projection);
glm_mat4_mul(state.view_matrices.projection,
cube->view_mtx.model_view_projection,
cube->view_mtx.model_view_projection);
}
}
static void update_uniform_buffers(wgpu_context_t* wgpu_context)
{
update_transformation_matrix();
for (uint64_t i = 0; i < state.settings.number_of_cubes; ++i) {
wgpuQueueWriteBuffer(wgpu_context->queue, state.uniform_buffer.buffer,
i * state.uniform_buffer.offset,
&state.cubes[i].view_mtx.model_view_projection,
sizeof(mat4));
}
}
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);
/* View matrix */
glm_mat4_identity(state.view_matrices.view);
glm_translate(state.view_matrices.view, (vec3){0.0f, 0.0f, -7.0f});
const float start_x = -2.0f, increment_x = 4.0f;
cube_t* cube = NULL;
float x = 0.0f;
for (uint64_t i = 0; i < state.settings.number_of_cubes; ++i) {
cube = &state.cubes[i];
x = start_x + i * increment_x;
/* Model matrices */
glm_mat4_identity(cube->view_mtx.model);
glm_translate(cube->view_mtx.model, (vec3){x, 0.0f, 0.0f});
/* Model view matrices */
glm_mat4_identity(cube->view_mtx.model_view_projection);
/* Temporary matrices */
glm_mat4_identity(cube->view_mtx.tmp);
}
}
static void init_uniform_buffer(wgpu_context_t* wgpu_context)
{
/* Setup the view matrices for the camera */
init_view_matrices(wgpu_context);
/* Unform buffer */
state.uniform_buffer.size = sizeof(mat4); /* 4x4 matrix */
state.uniform_buffer.offset
= 256; /* uniformBindGroup offset must be 256-byte aligned */
state.uniform_buffer.size_with_offset
= ((state.settings.number_of_cubes - 1) * state.uniform_buffer.offset)
+ state.uniform_buffer.size;
state.uniform_buffer.buffer = wgpuDeviceCreateBuffer(
wgpu_context->device,
&(WGPUBufferDescriptor){
.label = STRVIEW("Cube - Uniform buffer"),
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = state.uniform_buffer.size_with_offset,
});
ASSERT(state.uniform_buffer.buffer != NULL);
}
static void init_bind_groups(wgpu_context_t* wgpu_context)
{
for (uint64_t i = 0; i < state.settings.number_of_cubes; ++i) {
state.cubes[i].uniform_buffer_bind_group = wgpuDeviceCreateBindGroup(
wgpu_context->device,
&(WGPUBindGroupDescriptor) {
.label = STRVIEW("Uniform buffer - Bind group"),
.layout = wgpuRenderPipelineGetBindGroupLayout(state.pipeline, 0),
.entryCount = 1,
.entries = &(WGPUBindGroupEntry) {
.binding = 0,
.buffer = state.uniform_buffer.buffer,
.offset = i * state.uniform_buffer.offset,
.size = state.uniform_buffer.size,
},
}
);
ASSERT(state.cubes[i].uniform_buffer_bind_group != NULL);
}
}
static void init_pipeline(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, 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(two_cubes, 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("Two cubes - Render pipeline"),
.vertex = {
.module = vert_shader_module,
.entryPoint = STRVIEW("main"),
.bufferCount = 1,
.buffers = &two_cubes_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);
}
#define RECORD_RENDER_PASS(Type, rpass_enc) \
if (rpass_enc) { \
wgpu##Type##SetPipeline(rpass_enc, state.pipeline); \
wgpu##Type##SetVertexBuffer(rpass_enc, 0, state.vertices.buffer, 0, \
WGPU_WHOLE_SIZE); \
for (uint64_t i = 0; i < state.settings.number_of_cubes; ++i) { \
wgpu##Type##SetBindGroup( \
rpass_enc, 0, state.cubes[i].uniform_buffer_bind_group, 0, 0); \
wgpu##Type##Draw(rpass_enc, state.cube_mesh.vertex_count, 1, 0, 0); \
} \
}
static void init_render_bundle_encoder(wgpu_context_t* wgpu_context)
{
WGPUTextureFormat color_formats[1] = {wgpu_context->render_format};
WGPURenderBundleEncoder render_bundle_encoder
= wgpuDeviceCreateRenderBundleEncoder(
wgpu_context->device,
&(WGPURenderBundleEncoderDescriptor){
.label = STRVIEW("Two cubes - Render bundle encoder"),
.colorFormatCount = (uint32_t)ARRAY_SIZE(color_formats),
.colorFormats = color_formats,
.depthStencilFormat = wgpu_context->depth_stencil_format,
.sampleCount = 1,
});
RECORD_RENDER_PASS(RenderBundleEncoder, render_bundle_encoder)
state.render_bundle
= wgpuRenderBundleEncoderFinish(render_bundle_encoder, NULL);
ASSERT(state.render_bundle != NULL);
WGPU_RELEASE_RESOURCE(RenderBundleEncoder, render_bundle_encoder)
}
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_groups(wgpu_context);
init_render_bundle_encoder(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);
if (state.settings.render_bundles) {
wgpuRenderPassEncoderExecuteBundles(rpass_enc, 1, &state.render_bundle);
}
else {
RECORD_RENDER_PASS(RenderPassEncoder, rpass_enc)
}
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(Buffer, state.vertices.buffer)
WGPU_RELEASE_RESOURCE(Buffer, state.uniform_buffer.buffer)
for (uint64_t i = 0; i < state.settings.number_of_cubes; ++i) {
WGPU_RELEASE_RESOURCE(BindGroup, state.cubes[i].uniform_buffer_bind_group)
}
WGPU_RELEASE_RESOURCE(RenderPipeline, state.pipeline)
WGPU_RELEASE_RESOURCE(RenderBundle, state.render_bundle)
}
int main(void)
{
wgpu_start(&(wgpu_desc_t){
.title = "Two Cubes",
.init_cb = init,
.frame_cb = frame,
.shutdown_cb = shutdown,
});
return EXIT_SUCCESS;
}