summaryrefslogtreecommitdiff
path: root/src/effects/rotating_cube_effect_v2.cc
blob: 1a28cadd8a311bd6f9bf766033687ddab83b651d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
// This file is part of the 64k demo project.
// It implements RotatingCubeEffectV2 (simplified v2 port).

#include "effects/rotating_cube_effect_v2.h"
#include "gpu/bind_group_builder.h"
#include "gpu/gpu.h"
#include "gpu/shaders.h"

RotatingCubeEffectV2::RotatingCubeEffectV2(const GpuContext& ctx,
                                           const std::vector<std::string>& inputs,
                                           const std::vector<std::string>& outputs)
    : EffectV2(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") {
  // Create uniform buffers
  uniform_buffer_ =
      gpu_create_buffer(ctx_.device, sizeof(Uniforms),
                        WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst);
  object_buffer_ =
      gpu_create_buffer(ctx_.device, sizeof(ObjectData),
                        WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst);

  // Create bind group layout
  WGPUBindGroupLayout bgl =
      BindGroupLayoutBuilder()
          .uniform(0, WGPUShaderStage_Vertex | WGPUShaderStage_Fragment,
                   sizeof(Uniforms))
          .storage(1, WGPUShaderStage_Vertex | WGPUShaderStage_Fragment,
                   sizeof(ObjectData))
          .build(ctx_.device);

  const WGPUBindGroupLayout bgls[] = {bgl};
  const WGPUPipelineLayoutDescriptor pl_desc = {
      .bindGroupLayoutCount = 1,
      .bindGroupLayouts = bgls,
  };
  WGPUPipelineLayout pipeline_layout =
      wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc);

  // Load shader (TODO: create rotating_cube_v2.wgsl)
  WGPUShaderSourceWGSL wgsl_src = {};
  wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
  wgsl_src.code = str_view(rotating_cube_v2_wgsl);

  WGPUShaderModuleDescriptor shader_desc = {};
  shader_desc.nextInChain = &wgsl_src.chain;
  WGPUShaderModule shader_module =
      wgpuDeviceCreateShaderModule(ctx_.device, &shader_desc);

  const WGPUColorTargetState color_target = {
      .format = WGPUTextureFormat_RGBA8Unorm,
      .writeMask = WGPUColorWriteMask_All,
  };

  const WGPUDepthStencilState depth_stencil = {
      .format = WGPUTextureFormat_Depth24Plus,
      .depthWriteEnabled = WGPUOptionalBool_True,
      .depthCompare = WGPUCompareFunction_Less,
  };

  WGPUFragmentState fragment = {};
  fragment.module = shader_module;
  fragment.entryPoint = str_view("fs_main");
  fragment.targetCount = 1;
  fragment.targets = &color_target;

  WGPURenderPipelineDescriptor pipeline_desc = {};
  pipeline_desc.layout = pipeline_layout;
  pipeline_desc.vertex.module = shader_module;
  pipeline_desc.vertex.entryPoint = str_view("vs_main");
  pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
  pipeline_desc.primitive.cullMode = WGPUCullMode_Back;
  pipeline_desc.depthStencil = &depth_stencil;
  pipeline_desc.multisample.count = 1;
  pipeline_desc.multisample.mask = 0xFFFFFFFF;
  pipeline_desc.fragment = &fragment;

  pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &pipeline_desc);
  wgpuShaderModuleRelease(shader_module);
  wgpuPipelineLayoutRelease(pipeline_layout);

  // Create bind group
  const WGPUBindGroupEntry entries[] = {
      {.binding = 0,
       .buffer = uniform_buffer_.buffer,
       .size = sizeof(Uniforms)},
      {.binding = 1,
       .buffer = object_buffer_.buffer,
       .size = sizeof(ObjectData)},
  };

  const WGPUBindGroupDescriptor bg_desc = {
      .layout = bgl,
      .entryCount = 2,
      .entries = entries,
  };
  bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc);
  wgpuBindGroupLayoutRelease(bgl);
}

RotatingCubeEffectV2::~RotatingCubeEffectV2() {
  if (bind_group_)
    wgpuBindGroupRelease(bind_group_);
  if (pipeline_)
    wgpuRenderPipelineRelease(pipeline_);
}

void RotatingCubeEffectV2::declare_nodes(NodeRegistry& registry) {
  // Declare depth buffer node
  registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1);
}

void RotatingCubeEffectV2::render(WGPUCommandEncoder encoder,
                                  const UniformsSequenceParams& params,
                                  NodeRegistry& nodes) {
  rotation_ += 0.016f * 1.5f;

  // Camera setup
  const vec3 camera_pos = vec3(0, 0, 5);
  const vec3 target = vec3(0, 0, 0);
  const vec3 up = vec3(0, 1, 0);

  const mat4 view = mat4::look_at(camera_pos, target, up);
  const float fov = 60.0f * 3.14159f / 180.0f;
  const mat4 proj = mat4::perspective(fov, params.aspect_ratio, 0.1f, 100.0f);
  const mat4 view_proj = proj * view;

  // Cube transform
  const quat rot = quat::from_axis(vec3(0.3f, 1.0f, 0.2f), rotation_);
  const mat4 T = mat4::translate(vec3(0, 0, 0));
  const mat4 R = rot.to_mat();
  const mat4 S = mat4::scale(vec3(1.5f, 1.5f, 1.5f));
  const mat4 model = T * R * S;

  // Update uniforms
  const Uniforms uniforms = {
      .view_proj = view_proj,
      .inv_view_proj = view_proj.inverse(),
      .camera_pos_time = vec4(camera_pos.x, camera_pos.y, camera_pos.z, params.time),
      .params = vec4(1.0f, 0.0f, 0.0f, 0.0f),
      .resolution = params.resolution,
      .aspect_ratio = params.aspect_ratio,
  };

  const ObjectData obj_data = {
      .model = model,
      .inv_model = model.inverse(),
      .color = vec4(0.8f, 0.4f, 0.2f, 1.0f),
      .params = vec4(1.0f, 0.0f, 0.0f, 0.0f),
  };

  wgpuQueueWriteBuffer(ctx_.queue, uniform_buffer_.buffer, 0, &uniforms,
                       sizeof(Uniforms));
  wgpuQueueWriteBuffer(ctx_.queue, object_buffer_.buffer, 0, &obj_data,
                       sizeof(ObjectData));

  // Get output views
  WGPUTextureView color_view = nodes.get_view(output_nodes_[0]);
  WGPUTextureView depth_view = nodes.get_view(depth_node_);

  // Render pass with depth
  WGPURenderPassColorAttachment color_attachment = {
      .view = color_view,
#if !defined(DEMO_CROSS_COMPILE_WIN32)
      .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
#endif
      .loadOp = WGPULoadOp_Clear,
      .storeOp = WGPUStoreOp_Store,
      .clearValue = {0.0, 0.0, 0.0, 1.0}};

  WGPURenderPassDepthStencilAttachment depth_attachment = {
      .view = depth_view,
      .depthLoadOp = WGPULoadOp_Clear,
      .depthStoreOp = WGPUStoreOp_Discard,
      .depthClearValue = 1.0f};

  WGPURenderPassDescriptor pass_desc = {
      .colorAttachmentCount = 1,
      .colorAttachments = &color_attachment,
      .depthStencilAttachment = &depth_attachment};

  WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
  wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
  wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
  wgpuRenderPassEncoderDraw(pass, 36, 1, 0, 0);  // 36 vertices for cube
  wgpuRenderPassEncoderEnd(pass);
  wgpuRenderPassEncoderRelease(pass);
}