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// This file is part of the 64k demo project.
// Implementation of visual debugging tools.
#include "3d/visual_debug.h"
#if !defined(STRIP_ALL)
#include <cstdio>
#include <cstring>
// Simple shader for drawing colored lines
static const char* kDebugShaderCode = R"(
struct Uniforms {
viewProj : mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> uniforms : Uniforms;
struct VertexInput {
@location(0) position : vec3<f32>,
@location(1) color : vec3<f32>,
}
struct VertexOutput {
@builtin(position) position : vec4<f32>,
@location(0) color : vec3<f32>,
}
@vertex
fn vs_main(in : VertexInput) -> VertexOutput {
var out : VertexOutput;
out.position = uniforms.viewProj * vec4<f32>(in.position, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}
)";
void VisualDebug::init(WGPUDevice device, WGPUTextureFormat format) {
device_ = device;
create_pipeline(format);
// Initial capacity for vertex buffer (e.g., 1024 lines)
vertex_buffer_capacity_ =
1024 * 2 * sizeof(float) * 6; // 2 verts per line, 6 floats per vert
WGPUBufferDescriptor vb_desc = {};
vb_desc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
vb_desc.size = vertex_buffer_capacity_;
vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &vb_desc);
WGPUBufferDescriptor ub_desc = {};
ub_desc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
ub_desc.size = sizeof(mat4);
uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &ub_desc);
}
void VisualDebug::shutdown() {
if (pipeline_)
wgpuRenderPipelineRelease(pipeline_);
if (bind_group_layout_)
wgpuBindGroupLayoutRelease(bind_group_layout_);
if (vertex_buffer_)
wgpuBufferRelease(vertex_buffer_);
if (uniform_buffer_)
wgpuBufferRelease(uniform_buffer_);
if (bind_group_)
wgpuBindGroupRelease(bind_group_);
}
void VisualDebug::create_pipeline(WGPUTextureFormat format) {
// Bind Group Layout
WGPUBindGroupLayoutEntry bgl_entry = {};
bgl_entry.binding = 0;
bgl_entry.visibility = WGPUShaderStage_Vertex;
bgl_entry.buffer.type = WGPUBufferBindingType_Uniform;
bgl_entry.buffer.minBindingSize = sizeof(mat4);
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 1;
bgl_desc.entries = &bgl_entry;
bind_group_layout_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
// Pipeline Layout
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &bind_group_layout_;
WGPUPipelineLayout pipeline_layout =
wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
// Shader
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = kDebugShaderCode;
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#else
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = {kDebugShaderCode, strlen(kDebugShaderCode)};
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#endif
WGPUShaderModule shader_module =
wgpuDeviceCreateShaderModule(device_, &shader_desc);
// Vertex State
WGPUVertexAttribute attributes[2];
// Position
attributes[0].format = WGPUVertexFormat_Float32x3;
attributes[0].offset = 0;
attributes[0].shaderLocation = 0;
// Color
attributes[1].format = WGPUVertexFormat_Float32x3;
attributes[1].offset = sizeof(float) * 3;
attributes[1].shaderLocation = 1;
WGPUVertexBufferLayout vertex_layout = {};
vertex_layout.arrayStride = sizeof(float) * 6;
vertex_layout.stepMode = WGPUVertexStepMode_Vertex;
vertex_layout.attributeCount = 2;
vertex_layout.attributes = attributes;
// Pipeline
WGPURenderPipelineDescriptor pipeline_desc = {};
pipeline_desc.layout = pipeline_layout;
pipeline_desc.vertex.module = shader_module;
#if defined(DEMO_CROSS_COMPILE_WIN32)
pipeline_desc.vertex.entryPoint = "vs_main";
#else
pipeline_desc.vertex.entryPoint = {"vs_main", 7};
#endif
pipeline_desc.vertex.bufferCount = 1;
pipeline_desc.vertex.buffers = &vertex_layout;
WGPUFragmentState fragment_state = {};
fragment_state.module = shader_module;
#if defined(DEMO_CROSS_COMPILE_WIN32)
fragment_state.entryPoint = "fs_main";
#else
fragment_state.entryPoint = {"fs_main", 7};
#endif
fragment_state.targetCount = 1;
WGPUColorTargetState color_target = {};
color_target.format = format;
color_target.writeMask = WGPUColorWriteMask_All;
// Enable simple alpha blending if needed, but opaque lines are fine for now
fragment_state.targets = &color_target;
pipeline_desc.fragment = &fragment_state;
pipeline_desc.primitive.topology = WGPUPrimitiveTopology_LineList;
pipeline_desc.primitive.cullMode = WGPUCullMode_None;
pipeline_desc.primitive.frontFace = WGPUFrontFace_CCW;
WGPUDepthStencilState depth_stencil = {};
depth_stencil.format = WGPUTextureFormat_Depth24Plus;
depth_stencil.depthWriteEnabled = WGPUOptionalBool_False; // Don't write depth
depth_stencil.depthCompare =
WGPUCompareFunction_Less; // But do test against it
pipeline_desc.depthStencil = &depth_stencil;
pipeline_desc.multisample.count = 1;
pipeline_desc.multisample.mask = 0xFFFFFFFF;
pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &pipeline_desc);
wgpuPipelineLayoutRelease(pipeline_layout);
wgpuShaderModuleRelease(shader_module);
}
void VisualDebug::add_box(const mat4& transform, const vec3& local_extent,
const vec3& color) {
float lx = local_extent.x;
float ly = local_extent.y;
float lz = local_extent.z;
// 8 corners of transformed box
vec4 p[] = {
transform * vec4(-lx, -ly, -lz, 1), transform * vec4(lx, -ly, -lz, 1),
transform * vec4(lx, ly, -lz, 1), transform * vec4(-lx, ly, -lz, 1),
transform * vec4(-lx, -ly, lz, 1), transform * vec4(lx, -ly, lz, 1),
transform * vec4(lx, ly, lz, 1), transform * vec4(-lx, ly, lz, 1)};
// 12 edges (each 2 vertices)
DebugLine edges[] = {
{p[0].xyz(), p[1].xyz(), color},
{p[1].xyz(), p[2].xyz(), color},
{p[2].xyz(), p[3].xyz(), color},
{p[3].xyz(), p[0].xyz(), color}, // Front face
{p[4].xyz(), p[5].xyz(), color},
{p[5].xyz(), p[6].xyz(), color},
{p[6].xyz(), p[7].xyz(), color},
{p[7].xyz(), p[4].xyz(), color}, // Back face
{p[0].xyz(), p[4].xyz(), color},
{p[1].xyz(), p[5].xyz(), color},
{p[2].xyz(), p[6].xyz(), color},
{p[3].xyz(), p[7].xyz(), color} // Connecting edges
};
for (const auto& l : edges) {
lines_.push_back(l);
}
}
void VisualDebug::update_buffers(const mat4& view_proj) {
// Update Uniforms
wgpuQueueWriteBuffer(wgpuDeviceGetQueue(device_), uniform_buffer_, 0,
&view_proj, sizeof(mat4));
// Update Vertices
size_t required_size = lines_.size() * 2 * sizeof(float) * 6;
if (required_size > vertex_buffer_capacity_) {
// Resize buffer
wgpuBufferRelease(vertex_buffer_);
vertex_buffer_capacity_ = required_size * 2; // Double capacity
WGPUBufferDescriptor vb_desc = {};
vb_desc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
vb_desc.size = vertex_buffer_capacity_;
vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &vb_desc);
}
if (required_size > 0) {
std::vector<float> vertex_data;
vertex_data.reserve(lines_.size() * 12); // 2 verts * 6 floats
for (const auto& line : lines_) {
vertex_data.push_back(line.start.x);
vertex_data.push_back(line.start.y);
vertex_data.push_back(line.start.z);
vertex_data.push_back(line.color.x);
vertex_data.push_back(line.color.y);
vertex_data.push_back(line.color.z);
vertex_data.push_back(line.end.x);
vertex_data.push_back(line.end.y);
vertex_data.push_back(line.end.z);
vertex_data.push_back(line.color.x);
vertex_data.push_back(line.color.y);
vertex_data.push_back(line.color.z);
}
wgpuQueueWriteBuffer(wgpuDeviceGetQueue(device_), vertex_buffer_, 0,
vertex_data.data(),
vertex_data.size() * sizeof(float));
}
// Re-create bind group if needed (e.g. if uniform buffer changed, though here
// it's static)
if (!bind_group_) {
WGPUBindGroupEntry bg_entry = {};
bg_entry.binding = 0;
bg_entry.buffer = uniform_buffer_;
bg_entry.size = sizeof(mat4);
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = bind_group_layout_;
bg_desc.entryCount = 1;
bg_desc.entries = &bg_entry;
bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
}
void VisualDebug::render(WGPURenderPassEncoder pass, const mat4& view_proj) {
if (lines_.empty())
return;
update_buffers(view_proj);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, vertex_buffer_, 0,
lines_.size() * 2 * sizeof(float) * 6);
wgpuRenderPassEncoderDraw(pass, (uint32_t)lines_.size() * 2, 1, 0, 0);
lines_.clear(); // Clear for next frame
}
#endif // !defined(STRIP_ALL)
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