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offscreen_rendering.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/gltf_model.h"
#include "../webgpu/imgui_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Offscreen Rendering
*
* Basic offscreen rendering in two passes. First pass renders the mirrored
* scene to a separate framebuffer with color and depth attachments, second pass
* samples from that color attachment for rendering a mirror surface.
*
* Ref:
* https://github.com/SaschaWillems/Vulkan/tree/master/examples/offscreen
* -------------------------------------------------------------------------- */
// Offscreen frame buffer properties
#define FB_DIM 512u
#define FB_COLOR_FORMAT WGPUTextureFormat_RGBA8Unorm
static bool debug_display = false;
static struct {
struct gltf_model_t* dragon;
struct gltf_model_t* plane;
} models = {0};
static struct {
wgpu_buffer_t shared;
wgpu_buffer_t mirror;
wgpu_buffer_t offScreen;
} uniform_buffers_vs = {0};
static struct ubo_vs_t {
mat4 projection;
mat4 view;
mat4 model;
vec4 light_pos;
} ubo_shared_vs = {
.light_pos = {0.0f, 0.0f, 0.0f, 1.0f},
};
static struct model_t {
vec3 position;
vec3 rotation;
} model = {
.position = {0.0f, -1.0f, 0.0f},
.rotation = {0.0f, 0.0f, 0.0f},
};
static struct {
WGPURenderPipeline debug;
WGPURenderPipeline shaded;
WGPURenderPipeline shaded_offscreen;
WGPURenderPipeline mirror;
} pipelines = {0};
static struct {
WGPUPipelineLayout shaded;
WGPUPipelineLayout textured;
} pipeline_layouts = {0};
static struct {
WGPUBindGroup offscreen;
WGPUBindGroup mirror;
WGPUBindGroup model;
} bind_groups = {0};
static struct {
WGPUBindGroupLayout shaded;
WGPUBindGroupLayout textured;
} bind_group_layouts = {0};
static struct offscreen_pass_t {
uint32_t width, height;
// Framebuffer for offscreen rendering
struct {
WGPUTexture texture;
WGPUTextureView texture_view;
} color, depth_stencil;
WGPUSampler sampler;
struct {
WGPURenderPassColorAttachment color_attachment[1];
WGPURenderPassDepthStencilAttachment depth_stencil_attachment;
WGPURenderPassDescriptor render_pass_descriptor;
} render_pass;
} offscreen_pass = {0};
static WGPURenderPassColorAttachment rp_color_att_descriptors[1];
static WGPURenderPassDescriptor render_pass_desc;
static const char* example_title = "Offscreen Rendering";
static bool prepared = false;
static void setup_camera(wgpu_example_context_t* context)
{
context->timer_speed *= 0.25f;
context->camera = camera_create();
context->camera->type = CameraType_LookAt;
camera_set_position(context->camera, (vec3){0.0f, 1.0f, -6.0f});
camera_set_rotation(context->camera, (vec3){-2.5f, 0.0f, 0.0f});
camera_set_rotation_speed(context->camera, 0.5f);
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)
{
const uint32_t gltf_loading_flags
= WGPU_GLTF_FileLoadingFlags_PreTransformVertices
| WGPU_GLTF_FileLoadingFlags_PreMultiplyVertexColors;
models.plane
= wgpu_gltf_model_load_from_file(&(wgpu_gltf_model_load_options_t){
.wgpu_context = wgpu_context,
.filename = "models/plane.gltf",
.file_loading_flags = gltf_loading_flags,
});
models.dragon
= wgpu_gltf_model_load_from_file(&(wgpu_gltf_model_load_options_t){
.wgpu_context = wgpu_context,
.filename = "models/chinesedragon.gltf",
.file_loading_flags = gltf_loading_flags,
});
}
static void prepare_offscreen(wgpu_context_t* wgpu_context)
{
offscreen_pass.width = (uint32_t)FB_DIM;
offscreen_pass.height = (uint32_t)FB_DIM;
// Create the texture
WGPUExtent3D texture_extent = {
.width = offscreen_pass.width,
.height = offscreen_pass.height,
.depthOrArrayLayers = 1,
};
// Color attachment
{
WGPUTextureDescriptor texture_desc = {
.label = "Texture",
.size = texture_extent,
.mipLevelCount = 1,
.sampleCount = 1,
.dimension = WGPUTextureDimension_2D,
.format = FB_COLOR_FORMAT,
.usage
= WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_TextureBinding,
};
offscreen_pass.color.texture
= wgpuDeviceCreateTexture(wgpu_context->device, &texture_desc);
ASSERT(offscreen_pass.color.texture != NULL);
// Create the texture view
WGPUTextureViewDescriptor texture_view_dec = {
.label = "Texture view",
.dimension = WGPUTextureViewDimension_2D,
.format = texture_desc.format,
.baseMipLevel = 0,
.mipLevelCount = 1,
.baseArrayLayer = 0,
.arrayLayerCount = 1,
};
offscreen_pass.color.texture_view
= wgpuTextureCreateView(offscreen_pass.color.texture, &texture_view_dec);
ASSERT(offscreen_pass.color.texture_view != NULL);
}
// Create sampler to sample from the attachment in the fragment shader
offscreen_pass.sampler = wgpuDeviceCreateSampler(
wgpu_context->device, &(WGPUSamplerDescriptor){
.label = "Texture sampler",
.addressModeU = WGPUAddressMode_ClampToEdge,
.addressModeV = WGPUAddressMode_ClampToEdge,
.addressModeW = WGPUAddressMode_ClampToEdge,
.minFilter = WGPUFilterMode_Linear,
.magFilter = WGPUFilterMode_Linear,
.mipmapFilter = WGPUMipmapFilterMode_Linear,
.lodMinClamp = 0.0f,
.lodMaxClamp = 1.0f,
.maxAnisotropy = 1,
});
ASSERT(offscreen_pass.sampler != NULL);
// Depth stencil attachment
{
WGPUTextureDescriptor texture_desc = {
.label = "Depth stencil - Texture",
.size = texture_extent,
.mipLevelCount = 1,
.sampleCount = 1,
.dimension = WGPUTextureDimension_2D,
.format = WGPUTextureFormat_Depth24PlusStencil8,
.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_CopySrc,
};
offscreen_pass.depth_stencil.texture
= wgpuDeviceCreateTexture(wgpu_context->device, &texture_desc);
ASSERT(offscreen_pass.depth_stencil.texture != NULL);
// Create the texture view
WGPUTextureViewDescriptor texture_view_dec = {
.label = "Depth stencil - Texture view",
.dimension = WGPUTextureViewDimension_2D,
.format = texture_desc.format,
.baseMipLevel = 0,
.mipLevelCount = 1,
.baseArrayLayer = 0,
.arrayLayerCount = 1,
.aspect = WGPUTextureAspect_All,
};
offscreen_pass.depth_stencil.texture_view = wgpuTextureCreateView(
offscreen_pass.depth_stencil.texture, &texture_view_dec);
ASSERT(offscreen_pass.depth_stencil.texture_view != NULL);
}
// Create a separate render pass for the offscreen rendering as it may differ
// from the one used for scene rendering
// Color attachment
offscreen_pass.render_pass.color_attachment[0]
= (WGPURenderPassColorAttachment) {
.view = offscreen_pass.color.texture_view,
.depthSlice = ~0,
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = (WGPUColor) {
.r = 0.0f,
.g = 0.0f,
.b = 0.0f,
.a = 0.0f,
},
};
// Depth attachment
offscreen_pass.render_pass.depth_stencil_attachment
= (WGPURenderPassDepthStencilAttachment){
.view = offscreen_pass.depth_stencil.texture_view,
.depthLoadOp = WGPULoadOp_Clear,
.depthStoreOp = WGPUStoreOp_Store,
.stencilLoadOp = WGPULoadOp_Clear,
.stencilStoreOp = WGPUStoreOp_Store,
};
// Render pass descriptor
offscreen_pass.render_pass.render_pass_descriptor
= (WGPURenderPassDescriptor){
.label = "Render pass descriptor",
.colorAttachmentCount = 1,
.colorAttachments = offscreen_pass.render_pass.color_attachment,
.depthStencilAttachment
= &offscreen_pass.render_pass.depth_stencil_attachment,
};
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
/* Bind group layout entries */
WGPUBindGroupLayoutEntry bgl_entries[3] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Binding 0: Vertex shader uniform buffer */
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = sizeof(ubo_shared_vs),
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Fragment shader image view */
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
.storageTexture = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
/* Binding 2: Fragment shader image sampler */
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout) {
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
}
};
/* Shaded layouts (only use first layout binding) */
{
bind_group_layouts.shaded = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Shaded - Bind group layout",
.entryCount = 1,
.entries = bgl_entries,
});
ASSERT(bind_group_layouts.shaded != NULL);
/* Create the pipeline layout */
pipeline_layouts.shaded = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Shaded - Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layouts.shaded,
});
ASSERT(pipeline_layouts.shaded != NULL);
}
/* Textured layouts (use all layout bindings) */
{
bind_group_layouts.textured = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Textured - Bind group layout",
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(bind_group_layouts.textured != NULL);
/* Create the pipeline layout */
pipeline_layouts.textured = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Textured - Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layouts.textured,
});
ASSERT(pipeline_layouts.textured != NULL);
}
}
static void setup_bind_groups(wgpu_context_t* wgpu_context)
{
/* Bind group for Mirror */
{
WGPUBindGroupEntry bg_entries[3] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0: Vertex shader uniform buffer */
.binding = 0,
.buffer = uniform_buffers_vs.mirror.buffer,
.offset = 0,
.size = uniform_buffers_vs.mirror.size,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1: Fragment shader image sampler */
.binding = 1,
.textureView = offscreen_pass.color.texture_view,
},
[2] = (WGPUBindGroupEntry) {
/* Binding 2: Fragment shader image sampler */
.binding = 2,
.sampler = offscreen_pass.sampler,
},
};
bind_groups.mirror = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Mirror - Bind group",
.layout = bind_group_layouts.textured,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
});
ASSERT(bind_groups.mirror != NULL);
}
/* Bind group for Model */
{
WGPUBindGroupEntry bg_entry = {
/* Binding 0 : Vertex shader uniform buffer */
.binding = 0,
.buffer = uniform_buffers_vs.shared.buffer,
.offset = 0,
.size = uniform_buffers_vs.shared.size,
};
bind_groups.model = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Model - Bind group",
.layout = bind_group_layouts.shaded,
.entryCount = 1,
.entries = &bg_entry,
});
ASSERT(bind_groups.model != NULL);
}
/* Bind group for Offscreen */
{
WGPUBindGroupEntry bg_entry = {
/* Binding 0 : Vertex shader uniform buffer */
.binding = 0,
.buffer = uniform_buffers_vs.offScreen.buffer,
.offset = 0,
.size = uniform_buffers_vs.offScreen.size,
};
bind_groups.offscreen = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Offscreen - Bind group",
.layout = bind_group_layouts.shaded,
.entryCount = 1,
.entries = &bg_entry,
});
ASSERT(bind_groups.offscreen != NULL);
}
}
static void setup_render_pass(wgpu_context_t* wgpu_context)
{
/* Color attachment */
rp_color_att_descriptors[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 = 0.0f,
},
};
/* Depth attachment */
wgpu_setup_deph_stencil(wgpu_context, NULL);
/* Render pass descriptor */
render_pass_desc = (WGPURenderPassDescriptor){
.colorAttachmentCount = 1,
.colorAttachments = rp_color_att_descriptors,
.depthStencilAttachment = &wgpu_context->depth_stencil.att_desc,
};
}
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 = true,
});
// Vertex buffer layout
WGPU_GLTF_VERTEX_BUFFER_LAYOUT(
gltf_model,
// Location 0: Position
WGPU_GLTF_VERTATTR_DESC(0, WGPU_GLTF_VertexComponent_Position),
// Location 1: Vertex color
WGPU_GLTF_VERTATTR_DESC(1, WGPU_GLTF_VertexComponent_Color),
// Location 2: Vertex normal
WGPU_GLTF_VERTATTR_DESC(2, WGPU_GLTF_VertexComponent_Normal));
// Multisample state
WGPUMultisampleState multisample_state
= wgpu_create_multisample_state_descriptor(
&(create_multisample_state_desc_t){
.sample_count = 1,
});
// Render pipeline description
WGPURenderPipelineDescriptor pipeline_desc = {
.layout = pipeline_layouts.textured,
.primitive = primitive_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
};
// Render-target debug display
{
// 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 = "Quad - Vertex shader",
.file = "shaders/offscreen_rendering/quad.vert.spv",
},
.buffer_count = 0,
.buffers = NULL,
});
// 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 = "Quad - Fragment shader",
.file = "shaders/offscreen_rendering/quad.frag.spv",
},
.target_count = 1,
.targets = &color_target_state,
});
// Create debug pipeline
pipeline_desc.vertex = vertex_state;
pipeline_desc.fragment = &fragment_state;
pipelines.debug
= wgpuDeviceCreateRenderPipeline(wgpu_context->device, &pipeline_desc);
ASSERT(pipelines.debug != NULL);
// Partial cleanup
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
// Mirror render pipeline
{
// 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 = "Mirror - Vertex shader",
.file = "shaders/offscreen_rendering/mirror.vert.spv",
},
.buffer_count = 1,
.buffers = &gltf_model_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 = "Mirror - Fragment shader",
.file = "shaders/offscreen_rendering/mirror.frag.spv",
},
.target_count = 1,
.targets = &color_target_state,
});
// Create mirror pipeline
pipeline_desc.vertex = vertex_state;
pipeline_desc.fragment = &fragment_state;
pipelines.mirror
= wgpuDeviceCreateRenderPipeline(wgpu_context->device, &pipeline_desc);
ASSERT(pipelines.mirror != NULL);
// Partial cleanup
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
// Phong shading render pipelines
{
primitive_state.cullMode = WGPUCullMode_Back;
pipeline_desc.layout = pipeline_layouts.shaded;
// 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 = "Phong - Vertex shader",
.file = "shaders/offscreen_rendering/phong.vert.spv",
},
.buffer_count = 1,
.buffers = &gltf_model_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 = "Phong - Fragment shader",
.file = "shaders/offscreen_rendering/phong.frag.spv",
},
.target_count = 1,
.targets = &color_target_state,
});
// Scene
pipeline_desc.vertex = vertex_state;
pipeline_desc.fragment = &fragment_state;
pipelines.shaded
= wgpuDeviceCreateRenderPipeline(wgpu_context->device, &pipeline_desc);
ASSERT(pipelines.shaded != NULL);
// Offscreen
// Flip cull mode
primitive_state.cullMode = WGPUCullMode_Front;
color_target_state.format = FB_COLOR_FORMAT;
pipelines.shaded_offscreen
= wgpuDeviceCreateRenderPipeline(wgpu_context->device, &pipeline_desc);
ASSERT(pipelines.shaded_offscreen != NULL);
// Partial cleanup
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
glm_mat4_copy(context->camera->matrices.perspective,
ubo_shared_vs.projection);
glm_mat4_copy(context->camera->matrices.view, ubo_shared_vs.view);
/* Model */
glm_mat4_identity(ubo_shared_vs.model);
glm_rotate(ubo_shared_vs.model, glm_rad(model.rotation[1]),
(vec3){0.0f, 1.0f, 0.0f});
glm_translate(ubo_shared_vs.model, model.position);
wgpu_queue_write_buffer(context->wgpu_context,
uniform_buffers_vs.shared.buffer, 0, &ubo_shared_vs,
uniform_buffers_vs.shared.size);
/* Mirror */
glm_mat4_identity(ubo_shared_vs.model);
wgpu_queue_write_buffer(context->wgpu_context,
uniform_buffers_vs.mirror.buffer, 0, &ubo_shared_vs,
uniform_buffers_vs.mirror.size);
}
static void update_uniform_buffer_offscreen(wgpu_example_context_t* context)
{
glm_mat4_copy(context->camera->matrices.perspective,
ubo_shared_vs.projection);
glm_mat4_copy(context->camera->matrices.view, ubo_shared_vs.view);
glm_mat4_identity(ubo_shared_vs.model);
glm_rotate(ubo_shared_vs.model, glm_rad(model.rotation[1]),
(vec3){0.0f, 1.0f, 0.0f});
glm_scale(ubo_shared_vs.model, (vec3){1.0f, -1.0f, 1.0f});
glm_translate(ubo_shared_vs.model, model.position);
wgpu_queue_write_buffer(context->wgpu_context,
uniform_buffers_vs.offScreen.buffer, 0,
&ubo_shared_vs, uniform_buffers_vs.offScreen.size);
}
/* Prepare and initialize uniform buffer containing shader uniforms */
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
/* Mesh vertex shader uniform buffer block */
uniform_buffers_vs.shared = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Mesh vertex shader - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_shared_vs),
});
/* Mirror plane vertex shader uniform buffer block */
uniform_buffers_vs.mirror = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Mirror plane vertex shader - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_shared_vs),
});
/* Offscreen vertex shader uniform buffer block */
uniform_buffers_vs.offScreen = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Offscreen vertex shader - Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_shared_vs),
});
update_uniform_buffers(context);
update_uniform_buffer_offscreen(context);
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
setup_camera(context);
load_assets(context->wgpu_context);
prepare_offscreen(context->wgpu_context);
prepare_uniform_buffers(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")) {
imgui_overlay_checkBox(context->imgui_overlay, "Paused", &context->paused);
imgui_overlay_checkBox(context->imgui_overlay, "Display render target",
&debug_display);
}
}
static WGPUCommandBuffer build_command_buffer(wgpu_context_t* wgpu_context)
{
// Create command encoder
wgpu_context->cmd_enc
= wgpuDeviceCreateCommandEncoder(wgpu_context->device, NULL);
/*
* First render pass: Offscreen rendering
*/
{
// Create render pass encoder for encoding drawing commands
wgpu_context->rpass_enc = wgpuCommandEncoderBeginRenderPass(
wgpu_context->cmd_enc,
&offscreen_pass.render_pass.render_pass_descriptor);
// Set viewport
wgpuRenderPassEncoderSetViewport(wgpu_context->rpass_enc, 0.0f, 0.0f,
(float)offscreen_pass.width,
(float)offscreen_pass.height, 0.0f, 1.0f);
// Set scissor rectangle
wgpuRenderPassEncoderSetScissorRect(wgpu_context->rpass_enc, 0u, 0u,
offscreen_pass.width,
offscreen_pass.height);
// Mirrored scene
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc,
pipelines.shaded_offscreen);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
bind_groups.offscreen, 0, 0);
wgpu_gltf_model_draw(models.dragon, (wgpu_gltf_model_render_options_t){0});
// End render pass
wgpuRenderPassEncoderEnd(wgpu_context->rpass_enc);
WGPU_RELEASE_RESOURCE(RenderPassEncoder, wgpu_context->rpass_enc)
}
/*
* Second render pass: Scene rendering with applied radial blur
*/
{
// Set target frame buffer
rp_color_att_descriptors[0].view = wgpu_context->swap_chain.frame_buffer;
// Create render pass encoder for encoding drawing commands
wgpu_context->rpass_enc = wgpuCommandEncoderBeginRenderPass(
wgpu_context->cmd_enc, &render_pass_desc);
// 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);
if (debug_display) {
// Display the offscreen render target
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc,
pipelines.debug);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
bind_groups.mirror, 0, 0);
wgpuRenderPassEncoderDraw(wgpu_context->rpass_enc, 3, 1, 0, 0);
}
{
// Render the scene
// Reflection plane
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc,
pipelines.mirror);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
bind_groups.mirror, 0, 0);
wgpu_gltf_model_draw(models.plane, (wgpu_gltf_model_render_options_t){0});
// Model
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc,
pipelines.shaded);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
bind_groups.model, 0, 0);
wgpu_gltf_model_draw(models.dragon,
(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;
}
int result = example_draw(context);
if (!context->paused || context->camera->updated) {
if (!context->paused) {
model.rotation[1] += context->frame_timer * 10.0f;
}
update_uniform_buffers(context);
update_uniform_buffer_offscreen(context);
}
return result;
}
static void example_destroy(wgpu_example_context_t* context)
{
camera_release(context->camera);
wgpu_gltf_model_destroy(models.dragon);
wgpu_gltf_model_destroy(models.plane);
WGPU_RELEASE_RESOURCE(Texture, offscreen_pass.color.texture)
WGPU_RELEASE_RESOURCE(Texture, offscreen_pass.depth_stencil.texture)
WGPU_RELEASE_RESOURCE(TextureView, offscreen_pass.color.texture_view)
WGPU_RELEASE_RESOURCE(TextureView, offscreen_pass.depth_stencil.texture_view)
WGPU_RELEASE_RESOURCE(Sampler, offscreen_pass.sampler)
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffers_vs.shared.buffer)
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffers_vs.mirror.buffer)
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffers_vs.offScreen.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.debug)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.shaded)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.shaded_offscreen)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipelines.mirror)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layouts.shaded)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layouts.textured)
WGPU_RELEASE_RESOURCE(BindGroup, bind_groups.offscreen)
WGPU_RELEASE_RESOURCE(BindGroup, bind_groups.mirror)
WGPU_RELEASE_RESOURCE(BindGroup, bind_groups.model)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layouts.shaded)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layouts.textured)
}
void example_offscreen_rendering(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,
});
// clang-format on
}