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cameras.c
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cameras.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/imgui_overlay.h"
#include "meshes.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Cameras
*
* This example provides example camera implementations.
*
* Ref:
* https://github.com/webgpu/webgpu-samples/tree/main/src/sample/cameras
* https://github.com/pr0g/c-polymorphism
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* cube_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Math functions
* -------------------------------------------------------------------------- */
/**
* @brief Calculates the square root of the sum of squares of its arguments.
* @param a argument 1
* @param b argument 2
* @param c argument 3
* @return the square root of the sum of squares of its arguments
*/
static float math_hypot3(float a, float b, float c)
{
return sqrt(a * a + b * b + c * c);
}
/**
* @brief Calculates the length of a vec3.
* @param v A vector to calculate length of.
* @returns The length of the vec3.
*/
static float glm_vec3_length(vec3 v)
{
return math_hypot3(v[0], v[1], v[2]);
}
/**
* @brief Adds two vectors, scaling the 2nd; assumes a and b have the same
* dimension.
* @param a - Operand vector.
* @param b - Operand vector.
* @param scale - Amount to scale b
* @param dst - vector to hold result.
* @returns A vector that is the sum of a + b * scale.
*/
static vec3* glm_vec3_add_scaled(vec3 a, vec3 b, float scale, vec3* dst)
{
(*dst)[0] = a[0] + b[0] * scale;
(*dst)[1] = a[1] + b[1] * scale;
(*dst)[2] = a[2] + b[2] * scale;
return dst;
}
/**
* @brief Multiplies a vector by a scalar.
* @param v - The vector.
* @param k - The scalar.
* @param dst - vector to hold result.
* @returns The scaled vector.
*/
static vec3* glm_vec3_mul_scalar(vec3 v, float k, vec3* dst)
{
(*dst)[0] = v[0] * k;
(*dst)[1] = v[1] * k;
(*dst)[2] = v[2] * k;
return dst;
}
/**
* @brief Transform vec4 by upper 3x3 matrix inside 4x4 matrix.
* @param v - The direction.
* @param m - The matrix.
* @param dst - Vec3 to store result.
* @returns The transformed vector.
*/
static vec3* glm_vec3_transform_mat4_upper3x3(vec3 v, mat4 m, vec3* dst)
{
const float v0 = v[0];
const float v1 = v[1];
const float v2 = v[2];
(*dst)[0] = v0 * m[0][0] + v1 * m[1][0] + v2 * m[2][0];
(*dst)[1] = v0 * m[0][1] + v1 * m[1][1] + v2 * m[2][1];
(*dst)[2] = v0 * m[0][2] + v1 * m[1][2] + v2 * m[2][2];
return dst;
}
/**
* @brief Creates a 4-by-4 matrix which rotates around the given axis by the
* given angle.
* @param axis - The axis about which to rotate.
* @param angle_in_radians - The angle by which to rotate (in radians).
* @param dst - matrix to hold result.
* @returns A matrix which rotates angle radians around the axis.
*/
static mat4* glm_mat4_axis_rotation(vec3 axis, float angle_in_radians,
mat4* dst)
{
float x = axis[0];
float y = axis[1];
float z = axis[2];
const float n = sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
const float xx = x * x;
const float yy = y * y;
const float zz = z * z;
const float c = cos(angle_in_radians);
const float s = sin(angle_in_radians);
const float one_minus_cosine = 1.0f - c;
(*dst)[0][0] = xx + (1.0f - xx) * c;
(*dst)[0][1] = x * y * one_minus_cosine + z * s;
(*dst)[0][2] = x * z * one_minus_cosine - y * s;
(*dst)[0][3] = 0.0f;
(*dst)[1][0] = x * y * one_minus_cosine - z * s;
(*dst)[1][1] = yy + (1.0f - yy) * c;
(*dst)[1][2] = y * z * one_minus_cosine + x * s;
(*dst)[1][3] = 0.0f;
(*dst)[2][0] = x * z * one_minus_cosine + y * s;
(*dst)[2][1] = y * z * one_minus_cosine - x * s;
(*dst)[2][2] = zz + (1.0f - zz) * c;
(*dst)[2][3] = 0.0f;
(*dst)[3][0] = 0.0f;
(*dst)[3][1] = 0.0f;
(*dst)[3][2] = 0.0f;
(*dst)[3][3] = 1.0f;
return dst;
}
/**
* @brief Rotates the given 4-by-4 matrix around the x-axis by the given angle.
* @param m - The matrix.
* @param angle_in_radians - The angle by which to rotate (in radians).
* @param dst - matrix to hold result.
* @returns The rotated matrix.
*/
static mat4* glm_mat4_rotate_x(mat4 m, float angle_in_radians, mat4* dst)
{
const float m10 = m[1][0];
const float m11 = m[1][1];
const float m12 = m[1][2];
const float m13 = m[1][3];
const float m20 = m[2][0];
const float m21 = m[2][1];
const float m22 = m[2][2];
const float m23 = m[2][3];
const float c = cos(angle_in_radians);
const float s = sin(angle_in_radians);
(*dst)[1][0] = c * m10 + s * m20;
(*dst)[1][1] = c * m11 + s * m21;
(*dst)[1][2] = c * m12 + s * m22;
(*dst)[1][3] = c * m13 + s * m23;
(*dst)[2][0] = c * m20 - s * m10;
(*dst)[2][1] = c * m21 - s * m11;
(*dst)[2][2] = c * m22 - s * m12;
(*dst)[2][3] = c * m23 - s * m13;
/* if (&m != dst)*/
{
(*dst)[0][0] = m[0][0];
(*dst)[0][1] = m[0][1];
(*dst)[0][2] = m[0][2];
(*dst)[0][3] = m[0][3];
(*dst)[3][0] = m[3][0];
(*dst)[3][1] = m[3][1];
(*dst)[3][2] = m[3][2];
(*dst)[3][3] = m[3][3];
}
return dst;
}
/**
* @brief Creates a 4-by-4 matrix which rotates around the y-axis by the given
* angle.
* @param angle_in_radians - The angle by which to rotate (in radians).
* @param dst - matrix to hold result.
* @returns The rotation matrix.
*/
static mat4* glm_mat4_rotation_y(float angle_in_radians, mat4* dst)
{
glm_mat4_zero(*dst);
const float c = cos(angle_in_radians);
const float s = sin(angle_in_radians);
(*dst)[0][0] = c;
(*dst)[0][2] = -s;
(*dst)[1][1] = 1.0f;
(*dst)[2][0] = s;
(*dst)[2][2] = c;
(*dst)[3][3] = 1.0f;
return dst;
}
/**
* @brief Determines the sign of 2 boolean values.
*/
static int32_t sign(bool positive, bool negative)
{
return (positive ? 1 : 0) - (negative ? 1 : 0);
}
/**
* @brief Returns `x` clamped between [`min` .. `max`].
*/
static float clamp(float x, float min, float max)
{
return MIN(MAX(x, min), max);
}
/**
* @brief Returns `x` float-modulo `div`.
*/
static float mod(float x, float div)
{
return x - floorf(fabs(x) / div) * div * glm_signf(x);
}
/**
* @brief Returns `vec` rotated `angle` radians around `axis`.
*/
static vec3* rotate(vec3 vec, vec3 axis, float angle, vec3* dst)
{
mat4 rotation = GLM_MAT4_ZERO_INIT;
return glm_vec3_transform_mat4_upper3x3(
vec, *glm_mat4_axis_rotation(axis, angle, &rotation), dst);
}
/**
* @brief Returns the linear interpolation between 'a' and 'b' using 's'.
*/
static vec3* lerp(vec3 a, vec3 b, float s, vec3* dst)
{
vec3 sub = GLM_VEC3_ZERO_INIT;
glm_vec3_sub(b, a, sub);
return glm_vec3_add_scaled(a, sub, s, dst);
}
/* -------------------------------------------------------------------------- *
* The input event handling
* -------------------------------------------------------------------------- */
typedef struct input_handler_t {
/* Digital input (e.g keyboard state) */
struct {
bool forward;
bool backward;
bool left;
bool right;
bool up;
bool down;
} digital;
/* Analog input (e.g mouse, touchscreen) */
struct {
vec2 prev_position;
vec2 current_position;
vec2 drag_distance;
bool touching;
float zoom;
} analog;
} input_handler_t;
static void input_handler_init_defaults(input_handler_t* this)
{
memset(this, 0, sizeof(*this));
}
static void input_handler_init(input_handler_t* this)
{
input_handler_init_defaults(this);
}
static void update_mouse_state(input_handler_t* this,
wgpu_example_context_t* context)
{
vec2 mouse_position = {
context->mouse_position[0],
context->wgpu_context->surface.height - context->mouse_position[1],
};
/* Mouse move */
if (!this->analog.touching && context->mouse_buttons.left) {
glm_vec2_copy(mouse_position, this->analog.prev_position);
this->analog.touching = true;
}
else if (this->analog.touching && context->mouse_buttons.left) {
glm_vec2_sub(mouse_position, this->analog.prev_position,
this->analog.drag_distance);
glm_vec2_add(this->analog.current_position, this->analog.drag_distance,
this->analog.current_position);
glm_vec2_copy(mouse_position, this->analog.prev_position);
}
else if (this->analog.touching && !context->mouse_buttons.left) {
this->analog.touching = false;
}
}
static void reset_mouse_state(input_handler_t* this)
{
memset(&this->digital, 0, sizeof(this->digital));
}
/* -------------------------------------------------------------------------- *
* The common functionality between camera implementations
* -------------------------------------------------------------------------- */
struct camera_base_t;
typedef struct camera_base_vtbl_t {
mat4* (*get_matrix)(struct camera_base_t*);
void (*set_matrix)(struct camera_base_t*, mat4);
mat4* (*update)(struct camera_base_t*, float, input_handler_t*);
} camera_base_vtbl_t;
typedef struct camera_base_t {
camera_base_vtbl_t _vtbl;
/* The camera matrix */
mat4 _matrix;
/* The calculated view matrix */
mat4 _view;
} camera_base_t;
static void camera_base_init_defaults(camera_base_t* this)
{
memset(this, 0, sizeof(*this));
glm_mat4_identity(this->_matrix);
}
static void camera_base_init(camera_base_t* this)
{
camera_base_init_defaults(this);
}
static mat4* camera_base__get_matrix(camera_base_t* this)
{
return &this->_matrix;
}
static void camera_base__set_matrix(camera_base_t* this, mat4 mat)
{
glm_mat4_copy(mat, this->_matrix);
}
/* Returns the camera matrix */
static mat4* camera_base_get_matrix(camera_base_t* this)
{
return this->_vtbl.get_matrix(this);
}
/* Assigns `mat` to the camera matrix */
static void camera_base_set_matrix(camera_base_t* this, mat4 mat)
{
this->_vtbl.set_matrix(this, mat);
}
static mat4* camera_base_update(struct camera_base_t* this, float delta_time,
input_handler_t* input_handler)
{
return this->_vtbl.update(this, delta_time, input_handler);
}
/* Returns the camera view matrix */
static mat4* camera_base_get_view(camera_base_t* this)
{
return &this->_view;
}
/* Assigns `mat` to the camera view */
static void camera_base_set_view(camera_base_t* this, mat4 mat)
{
glm_mat4_copy(mat, this->_view);
}
/* Returns column vector 0 of the camera matrix */
static vec4* camera_base_get_right(camera_base_t* this)
{
return &this->_matrix[0];
}
/* Assigns `vec` to the first 3 elements of column vector 0 of the camera matrix
*/
static void camera_base_set_right(camera_base_t* this, vec3 vec)
{
glm_vec3_copy(vec, this->_matrix[0]);
}
/* Returns column vector 1 of the camera matrix */
static vec4* camera_base_get_up(camera_base_t* this)
{
return &this->_matrix[1];
}
/* Assigns `vec` to the first 3 elements of column vector 1 of the camera matrix
*/
static void camera_base_set_up(camera_base_t* this, vec3 vec)
{
glm_vec3_copy(vec, this->_matrix[1]);
}
/* Returns column vector 2 of the camera matrix */
static vec4* camera_base_get_back(camera_base_t* this)
{
return &this->_matrix[2];
}
/* Assigns `vec` to the first 3 elements of column vector 2 of the camera matrix
*/
static void camera_base_set_back(camera_base_t* this, vec3 vec)
{
glm_vec3_copy(vec, this->_matrix[2]);
}
/* Returns column vector 3 of the camera matrix */
static vec4* camera_base_get_position(camera_base_t* this)
{
return &this->_matrix[3];
}
/* Assigns `vec` to the first 3 elements of column vector 3 of the camera matrix
*/
static void camera_base_set_position(camera_base_t* this, vec3 vec)
{
glm_vec3_copy(vec, this->_matrix[3]);
}
/* -------------------------------------------------------------------------- *
* WASDCamera is a camera implementation that behaves similar to
* first-person-shooter PC games.
* -------------------------------------------------------------------------- */
typedef struct wasd_camera_t {
/* The camera bass class */
camera_base_t super;
/* The camera absolute pitch angle */
float pitch;
/* The camera absolute yaw angle */
float yaw;
/* The movement veloicty */
vec3 _velocity;
/* Speed multiplier for camera movement */
float movement_speed;
/* Speed multiplier for camera rotation */
float rotation_speed;
/* Movement velocity drag coeffient [0 .. 1] */
/* 0: Continues forever */
/* 1: Instantly stops moving */
float friction_coefficient;
} wasd_camera_t;
static void wasd_camera_recalculate_angles(wasd_camera_t* this, vec3 dir);
static mat4* wasd_camera_get_matrix(camera_base_t* this);
static void wasd_camera_set_matrix(camera_base_t* this, mat4 mat);
static mat4* wasd_camera_update(camera_base_t* this, float delta_time,
input_handler_t* input);
static void wasd_camera_init_defaults(wasd_camera_t* this)
{
memset(this, 0, sizeof(*this));
this->pitch = 0.0f;
this->yaw = 0.0f;
glm_vec3_zero(this->_velocity);
this->movement_speed = 10.0f;
this->rotation_speed = 1.0f;
this->friction_coefficient = 0.99f;
}
static void wasd_camera_init_virtual_method_table(wasd_camera_t* this)
{
camera_base_vtbl_t* vtbl = &this->super._vtbl;
vtbl->get_matrix = wasd_camera_get_matrix;
vtbl->set_matrix = wasd_camera_set_matrix;
vtbl->update = wasd_camera_update;
}
/* Construtor */
static void wasd_camera_init(wasd_camera_t* this,
/* The initial position of the camera */
vec3* iposition,
/* The initial target of the camera */
vec3* itarget)
{
wasd_camera_init_defaults(this);
camera_base_init(&this->super);
wasd_camera_init_virtual_method_table(this);
if ((iposition != NULL) || (itarget != NULL)) {
vec3 position, target, forward;
glm_vec3_copy((iposition == NULL) ? (vec3){0.0f, 0.0f, -5.0f} : *iposition,
position);
glm_vec3_copy((itarget == NULL) ? (vec3){0.0f, 0.0f, 0.0f} : *itarget,
target);
glm_vec3_sub(target, position, forward);
glm_vec3_normalize(forward);
wasd_camera_recalculate_angles(this, forward);
camera_base_set_position(&this->super, position);
}
}
/* Returns velocity vector */
static vec3* wasd_camera_get_velocity(wasd_camera_t* this)
{
return &this->_velocity;
}
/* Assigns `vec` to the velocity vector */
static void wasd_camera_set_velocity(wasd_camera_t* this, vec3 vec)
{
glm_vec3_copy(vec, this->_velocity);
}
/* Returns the camera matrix */
static mat4* wasd_camera_get_matrix(camera_base_t* this)
{
wasd_camera_t* _this = (wasd_camera_t*)this;
return camera_base__get_matrix(&_this->super);
}
/* Assigns `mat` to the camera matrix, and recalcuates the camera angles */
static void wasd_camera_set_matrix(camera_base_t* this, mat4 mat)
{
wasd_camera_t* _this = (wasd_camera_t*)this;
camera_base__set_matrix(&_this->super, mat);
wasd_camera_recalculate_angles(_this, *camera_base_get_back(&_this->super));
}
static mat4* wasd_camera_update(camera_base_t* this, float delta_time,
input_handler_t* input)
{
wasd_camera_t* _this = (wasd_camera_t*)this;
/* Apply the delta rotation to the pitch and yaw angles */
_this->yaw
-= input->analog.current_position[0] * delta_time * _this->rotation_speed;
_this->pitch
-= input->analog.current_position[1] * delta_time * _this->rotation_speed;
/* Wrap yaw between [0° .. 360°], just to prevent large accumulation. */
_this->yaw = mod(_this->yaw, PI2);
/* Clamp pitch between [-90° .. +90°] to prevent somersaults. */
_this->pitch = clamp(_this->pitch, -PI_2, PI_2);
/* Save the current position, as we're about to rebuild the camera matrix. */
vec3 position = GLM_VEC3_ZERO_INIT;
glm_vec3_copy(*camera_base_get_position(this), position);
/* Reconstruct the camera's rotation, and store into the camera matrix. */
mat4 matrix_rot_y = GLM_MAT4_ZERO_INIT;
glm_mat4_rotation_y(_this->yaw, &matrix_rot_y);
glm_mat4_rotate_x(matrix_rot_y, _this->pitch, &this->_matrix);
// Calculate the new target velocity
const int32_t delta_right = sign(input->digital.right, input->digital.left);
const int32_t delta_up = sign(input->digital.up, input->digital.down);
vec3 target_velocity = GLM_VEC3_ZERO_INIT;
const int32_t delta_back
= sign(input->digital.backward, input->digital.forward);
glm_vec3_add_scaled(target_velocity, *camera_base_get_right(this),
delta_right, &target_velocity);
glm_vec3_add_scaled(target_velocity, *camera_base_get_up(this), delta_up,
&target_velocity);
glm_vec3_add_scaled(target_velocity, *camera_base_get_back(this), delta_back,
&target_velocity);
glm_vec3_normalize(target_velocity);
glm_vec3_mul_scalar(target_velocity, _this->movement_speed, &target_velocity);
/* Mix new target velocity */
vec3 velocity = GLM_VEC3_ZERO_INIT;
lerp(target_velocity, *wasd_camera_get_velocity(_this),
pow(1.0f - _this->friction_coefficient, delta_time), &velocity);
wasd_camera_set_velocity(_this, velocity);
/* Integrate velocity to calculate new position */
glm_vec3_add_scaled(position, *wasd_camera_get_velocity(_this), delta_time,
&position);
camera_base_set_position(this, position);
/* Invert the camera matrix to build the view matrix */
mat4 view = GLM_MAT4_ZERO_INIT;
glm_mat4_inv(*wasd_camera_get_matrix(this), view);
camera_base_set_view(this, view);
return camera_base_get_view(this);
}
/* Recalculates the yaw and pitch values from a directional vector */
static void wasd_camera_recalculate_angles(wasd_camera_t* this, vec3 dir)
{
this->yaw = atan2(dir[0], dir[2]);
this->pitch = -asin(dir[1]);
}
/* -------------------------------------------------------------------------- *
* ArcballCamera implements a basic orbiting camera around the world origin
* -------------------------------------------------------------------------- */
typedef struct arcball_camera_t {
/* The camera bass class */
camera_base_t super;
/* The camera distance from the target */
float distance;
/* The current angular velocity */
float angular_velocity;
/* The current rotation axis */
vec3 _axis;
/* Speed multiplier for camera rotation */
float rotation_speed;
/* Speed multiplier for camera zoom */
float zoom_speed;
/* Movement velocity drag coeffient [0 .. 1] */
/* 0: Spins forever */
/* 1: Instantly stops spinning */
float friction_coefficient;
} arcball_camera_t;
static mat4* arcball_camera_update(camera_base_t* this, float delta_time,
input_handler_t* input);
static mat4* arcball_camera_get_matrix(camera_base_t* this);
static void arcball_camera_set_matrix(camera_base_t* this, mat4 mat);
static void arcball_camera_recalcuate_right(arcball_camera_t* this);
static void arcball_camera_recalcuate_up(arcball_camera_t* this);
static void arcball_camera_init_defaults(arcball_camera_t* this)
{
memset(this, 0, sizeof(*this));
this->distance = 0.0f;
this->angular_velocity = 0.0f;
glm_vec3_zero(this->_axis);
this->rotation_speed = 1.0f;
this->zoom_speed = 0.1f;
this->friction_coefficient = 0.999f;
}
static void arcball_camera_init_virtual_method_table(arcball_camera_t* this)
{
camera_base_vtbl_t* vtbl = &this->super._vtbl;
vtbl->get_matrix = arcball_camera_get_matrix;
vtbl->set_matrix = arcball_camera_set_matrix;
vtbl->update = arcball_camera_update;
}
/* Construtor */
static void arcball_camera_init(arcball_camera_t* this,
/* The initial position of the camera */
vec3* iposition)
{
arcball_camera_init_defaults(this);
camera_base_init(&this->super);
arcball_camera_init_virtual_method_table(this);
if (iposition != NULL) {
camera_base_set_position(&this->super, *iposition);
this->distance = glm_vec3_length(*camera_base_get_position(&this->super));
glm_vec3_normalize_to(*camera_base_get_position(&this->super),
*camera_base_get_back(&this->super));
arcball_camera_recalcuate_right(this);
arcball_camera_recalcuate_up(this);
}
}
/* Returns the rotation axis */
static vec3* arcball_camera_get_axis(arcball_camera_t* this)
{
return &this->_axis;
}
/* Assigns `vec` to the rotation axis */
static void arcball_camera_set_axis(arcball_camera_t* this, vec3 vec)
{
glm_vec3_copy(vec, this->_axis);
}
/* Returns the camera matrix */
static mat4* arcball_camera_get_matrix(camera_base_t* this)
{
arcball_camera_t* _this = (arcball_camera_t*)this;
return camera_base__get_matrix(&_this->super);
}
/* Assigns `mat` to the camera matrix, and recalcuates the distance */
static void arcball_camera_set_matrix(camera_base_t* this, mat4 mat)
{
arcball_camera_t* _this = (arcball_camera_t*)this;
camera_base__set_matrix(&_this->super, mat);
_this->distance = glm_vec3_length(*camera_base_get_position(&_this->super));
}
static mat4* arcball_camera_update(camera_base_t* this, float delta_time,
input_handler_t* input)
{
arcball_camera_t* _this = (arcball_camera_t*)this;
const float epsilon = 0.0000001f;
if (input->analog.touching) {
/* Currently being dragged. */
_this->angular_velocity = 0.0f;
}
else {
/* Dampen any existing angular velocity */
_this->angular_velocity
*= pow(1.0f - _this->friction_coefficient, delta_time);
}
/* Calculate the movement vector */
vec3 movement = GLM_VEC3_ZERO_INIT;
glm_vec3_add_scaled(movement, *camera_base_get_right(this),
input->analog.current_position[0], &movement);
glm_vec3_add_scaled(movement, *camera_base_get_up(this),
-input->analog.current_position[1], &movement);
/* Cross the movement vector with the view direction to calculate the rotation
* axis x magnitude */
vec3 cross_product = GLM_VEC3_ZERO_INIT;
glm_vec3_cross(movement, *camera_base_get_back(this), cross_product);
/* Calculate the magnitude of the drag */
const float magnitude = glm_vec3_length(cross_product);
if (magnitude > epsilon) {
/* Normalize the crossProduct to get the rotation axis */
vec3 tmp = GLM_VEC3_ZERO_INIT;
glm_vec3_scale(cross_product, 1.0f / magnitude, tmp);
arcball_camera_set_axis(_this, tmp);
/* Remember the current angular velocity. This is used when the touch is
* released for a fling. */
_this->angular_velocity = magnitude * _this->rotation_speed;
}
/* The rotation around this.axis to apply to the camera matrix this update */
const float rotation_angle = _this->angular_velocity * delta_time;
if (rotation_angle > epsilon) {
// Rotate the matrix around axis
// Note: The rotation is not done as a matrix-matrix multiply as the
// repeated multiplications will quickly introduce substantial error into
// the matrix.
vec3 rotated_vec = GLM_VEC3_ZERO_INIT;
rotate(*camera_base_get_back(this), *arcball_camera_get_axis(_this),
rotation_angle, &rotated_vec);
glm_vec3_normalize(rotated_vec);
camera_base_set_back(this, rotated_vec);
arcball_camera_recalcuate_right(_this);
arcball_camera_recalcuate_up(_this);
}
/* Recalculate `this.position` from `this.back` considering zoom */
if (input->analog.zoom != 0.0f) {
_this->distance *= 1 + input->analog.zoom * _this->zoom_speed;
}
vec3 position = GLM_VEC3_ZERO_INIT;
glm_vec3_scale(*camera_base_get_back(this), _this->distance, position);
camera_base_set_position(this, position);
/* Invert the camera matrix to build the view matrix */
mat4 view = GLM_MAT4_ZERO_INIT;
glm_mat4_inv(*arcball_camera_get_matrix(this), view);
camera_base_set_view(this, view);
return camera_base_get_view(this);
}
/* Assigns `this.right` with the cross product of `this.up` and `this.back` */
static void arcball_camera_recalcuate_right(arcball_camera_t* this)
{
vec3 cross = GLM_VEC3_ZERO_INIT;
glm_vec3_cross(*camera_base_get_up(&this->super),
*camera_base_get_back(&this->super), cross);
glm_vec3_normalize(cross);
camera_base_set_right(&this->super, cross);
}
/* Assigns `this.up` with the cross product of `this.back` and `this.right` */
static void arcball_camera_recalcuate_up(arcball_camera_t* this)
{
vec3 cross = GLM_VEC3_ZERO_INIT;
glm_vec3_cross(*camera_base_get_back(&this->super),
*camera_base_get_right(&this->super), cross);
glm_vec3_normalize(cross);
camera_base_set_up(&this->super, cross);
}
/* --------------------------------------------------------------------------
* Cameras example.
* -------------------------------------------------------------------------- */
/* Cube mesh */
static cube_mesh_t cube_mesh = {0};
// Cube struct
static struct {
WGPUBindGroup uniform_buffer_bind_group;
WGPUBindGroupLayout bind_group_layout;
struct {
mat4 model_view_projection;
} view_mtx;
} cube = {0};
/* Cube vertex buffer */
static wgpu_buffer_t vertices = {0};
/* Uniform buffer block object */
static wgpu_buffer_t uniform_buffer_vs = {0};
static struct {
mat4 projection;
mat4 view;
} view_matrices = {0};
static float last_frame_ms = 0.0f;
// The pipeline layout
static WGPUPipelineLayout pipeline_layout = NULL;
/* Cube render pipeline */
static WGPURenderPipeline pipeline = NULL;
/* Render pass descriptor for frame buffer writes */
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDepthStencilAttachment depth_stencil_attachment;
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
// Texture and sampler
static struct {
texture_t cube;
texture_t depth;
WGPUSampler sampler;
} textures = {0};
/* Camera parameters */
typedef enum camera_type_t {
CameraType_Arcball,
Renderer_WASD,
} camera_type_t;
static struct {
vec3 initial_camera_position;
camera_type_t camera_type;
} example_parms = {
.initial_camera_position = {3.0f, 2.0f, 5.0f},
.camera_type = CameraType_Arcball,
};
/* The camera types */
static arcball_camera_t arcball_camera = {0};
static wasd_camera_t wasd_camera = {0};
static camera_base_t* cameras[2] = {
[0] = (camera_base_t*)&arcball_camera,
[1] = (camera_base_t*)&wasd_camera,
};
/* GUI */
static const char* camera_type_names[2] = {"arcball", "WASD"};
/* Input handling */
static input_handler_t input_handler = {0};
// Other variables
static const char* example_title = "Cameras";
static bool prepared = false;
static void initialize_cameras(void)
{
arcball_camera_init(&arcball_camera, &example_parms.initial_camera_position);
wasd_camera_init(&wasd_camera, &example_parms.initial_camera_position, NULL);
}
/* Prepare the cube geometry */
static void prepare_cube_mesh(void)
{
cube_mesh_init(&cube_mesh);
}
/* Create a vertex buffer from the cube data. */
static void prepare_vertex_buffer(wgpu_context_t* wgpu_context)
{
vertices = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Cube vertex buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(cube_mesh.vertex_array),
.initial.data = cube_mesh.vertex_array,
});
}
static void prepare_texture(wgpu_context_t* wgpu_context)
{
/* Create a depth/stencil texture for the color rendering pipeline */
{
WGPUExtent3D texture_extent = {
.width = wgpu_context->surface.width,
.height = wgpu_context->surface.height,
.depthOrArrayLayers = 1,
};
WGPUTextureDescriptor texture_desc = {
.label = "Depth texture",
.size = texture_extent,
.mipLevelCount = 1,
.sampleCount = 1,
.dimension = WGPUTextureDimension_2D,
.format = WGPUTextureFormat_Depth24Plus,
.usage = WGPUTextureUsage_RenderAttachment,
};
textures.depth.texture
= wgpuDeviceCreateTexture(wgpu_context->device, &texture_desc);
ASSERT(textures.depth.texture != NULL);
// Create the texture view
WGPUTextureViewDescriptor texture_view_dec = {
.label = "Depth texture view",
.dimension = WGPUTextureViewDimension_2D,
.format = texture_desc.format,
.baseMipLevel = 0,
.mipLevelCount = 1,
.baseArrayLayer = 0,
.arrayLayerCount = 1,
.aspect = WGPUTextureAspect_All,
};
textures.depth.view
= wgpuTextureCreateView(textures.depth.texture, &texture_view_dec);
ASSERT(textures.depth.view != NULL);
}
/* Cube texture */
{
const char* file = "textures/Di-3d.png";
textures.cube = wgpu_create_texture_from_file(
wgpu_context, file,
&(struct wgpu_texture_load_options_t){
.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst
| WGPUTextureUsage_RenderAttachment,
});
}
/* Create a sampler with linear filtering for smooth interpolation. */
{
textures.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_Nearest,
.lodMinClamp = 0.0f,
.lodMaxClamp = 1.0f,
.maxAnisotropy = 1,
});
ASSERT(textures.sampler != NULL);
}
}
static void prepare_view_matrices(wgpu_context_t* wgpu_context)
{
const float aspect_ratio
= (float)wgpu_context->surface.width / (float)wgpu_context->surface.height;
// Projection matrix
glm_mat4_identity(view_matrices.projection);
glm_perspective(PI2 / 5.0f, aspect_ratio, 1.0f, 100.0f,
view_matrices.projection);
}
static void prepare_uniform_buffer(wgpu_example_context_t* context)
{
/* Setup the view matrices for the camera */
prepare_view_matrices(context->wgpu_context);
/* Set the current time */
last_frame_ms = context->frame.timestamp_millis;
/* Uniform buffer */
uniform_buffer_vs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Uniform buffer",