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
|
// This file is part of the 64k demo project.
// It implements RotatingCubeEffect for bump-mapped rotating cube rendering.
// Uses auxiliary texture masking to render only inside a circular region.
#include "gpu/effects/rotating_cube_effect.h"
#include "gpu/effects/shader_composer.h"
#include "generated/assets.h"
#include "util/asset_manager_utils.h"
RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx) : Effect(ctx) {}
RotatingCubeEffect::~RotatingCubeEffect() {
if (mask_sampler_) wgpuSamplerRelease(mask_sampler_);
if (noise_sampler_) wgpuSamplerRelease(noise_sampler_);
if (noise_view_) wgpuTextureViewRelease(noise_view_);
if (noise_texture_) wgpuTextureRelease(noise_texture_);
if (bind_group_1_) wgpuBindGroupRelease(bind_group_1_);
if (bind_group_0_) wgpuBindGroupRelease(bind_group_0_);
if (pipeline_) wgpuRenderPipelineRelease(pipeline_);
}
void RotatingCubeEffect::init(MainSequence* demo) {
demo_ = demo;
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);
const WGPUTextureDescriptor tex_desc = {
.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_RenderAttachment,
.dimension = WGPUTextureDimension_2D,
.size = {1, 1, 1},
.format = WGPUTextureFormat_RGBA8Unorm,
.mipLevelCount = 1,
.sampleCount = 1,
};
noise_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc);
noise_view_ = wgpuTextureCreateView(noise_texture_, nullptr);
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.maxAnisotropy = 1;
noise_sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
WGPUSamplerDescriptor mask_sampler_desc = {};
mask_sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
mask_sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
mask_sampler_desc.magFilter = WGPUFilterMode_Linear;
mask_sampler_desc.minFilter = WGPUFilterMode_Linear;
mask_sampler_desc.maxAnisotropy = 1;
mask_sampler_ = wgpuDeviceCreateSampler(ctx_.device, &mask_sampler_desc);
size_t shader_size;
const char* shader_code =
(const char*)GetAsset(AssetId::ASSET_MASKED_CUBE_SHADER, &shader_size);
ShaderComposer::CompositionMap composition_map;
composition_map["render/scene_query_mode"] = "render/scene_query_linear";
composed_shader_ = ShaderComposer::Get().Compose(
{}, std::string(shader_code, shader_size), composition_map);
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = str_view(composed_shader_.c_str());
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = &wgsl_src.chain;
WGPUShaderModule shader_module =
wgpuDeviceCreateShaderModule(ctx_.device, &shader_desc);
const WGPUColorTargetState color_target = {
.format = ctx_.format,
.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.vertex.module = shader_module;
pipeline_desc.vertex.entryPoint = str_view("vs_main");
pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipeline_desc.primitive.cullMode = WGPUCullMode_None;
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);
const WGPUBindGroupEntry entries_0[] = {
{.binding = 0, .buffer = uniform_buffer_.buffer, .size = sizeof(Uniforms)},
{.binding = 1, .buffer = object_buffer_.buffer, .size = sizeof(ObjectData)},
{.binding = 3, .textureView = noise_view_},
{.binding = 4, .sampler = noise_sampler_},
};
const WGPUBindGroupDescriptor bg_desc_0 = {
.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0),
.entryCount = 4,
.entries = entries_0,
};
bind_group_0_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc_0);
WGPUTextureView mask_view = demo_->get_auxiliary_view("circle_mask");
const WGPUBindGroupEntry entries_1[] = {
{.binding = 0, .textureView = mask_view},
{.binding = 1, .sampler = mask_sampler_},
};
const WGPUBindGroupDescriptor bg_desc_1 = {
.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 1),
.entryCount = 2,
.entries = entries_1,
};
bind_group_1_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc_1);
}
void RotatingCubeEffect::render(WGPURenderPassEncoder pass, float time,
float beat, float intensity,
float aspect_ratio) {
rotation_ += 0.016f * 1.5f;
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, aspect_ratio, 0.1f, 100.0f);
const mat4 view_proj = proj * view;
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;
const mat4 inv_model = model.inverse();
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, time),
.params = vec4(1.0f, 0.0f, 0.0f, 0.0f),
.resolution = vec2(1280.0f, 720.0f),
};
const ObjectData obj_data = {
.model = model,
.inv_model = inv_model,
.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));
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_0_, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(pass, 1, bind_group_1_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 36, 1, 0, 0);
}
|