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out_of_bounds_viewport.c
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out_of_bounds_viewport.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/imgui_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Out-of-bounds Viewport
*
* WebGPU doesn't let you set the viewport’s values to be out-of-bounds.
* Therefore, the viewport’s values need to be clamped to the screen-size, which
* means the viewport values can’t be defined in a way that makes the viewport
* go off the screen. This example shows how to render a viewport out-of-bounds.
*
* Ref:
* https://babylonjs.medium.com/how-to-simulate-out-of-bounds-viewports-when-using-webgpu-or-babylonnative-2280637c0660
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* vertex_shader_wgsl;
static const char* fragment_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Out-of-bounds Viewport example
* -------------------------------------------------------------------------- */
// Uniform buffer block object
static wgpu_buffer_t uniform_buffer_vs = {0};
// Uniform block data - inputs of the shader
static struct {
float x;
float y;
float width;
float height;
} viewport_params = {
.x = 0.0f,
.y = 0.0f,
.width = 1.0f,
.height = 1.0f,
};
// Texture and sampler
static texture_t texture = {0};
// The pipeline layout
static WGPUPipelineLayout pipeline_layout = NULL;
// Pipeline
static WGPURenderPipeline pipeline = NULL;
// Render pass descriptor for frame buffer writes
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
// The bind group layout
static WGPUBindGroupLayout bind_group_layout = NULL;
// The bind group
static WGPUBindGroup bind_group = NULL;
// Other variables
static const char* example_title = "Out-of-bounds Viewport";
static bool prepared = false;
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
WGPUBindGroupLayoutEntry bgl_entries[3] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Vertex shader uniform buffer */
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = sizeof(viewport_params),
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Fragment shader texture view */
.binding = 1,
.visibility = WGPUShaderStage_Fragment,
.texture = (WGPUTextureBindingLayout) {
.sampleType = WGPUTextureSampleType_Float,
.viewDimension = WGPUTextureViewDimension_2D,
.multisampled = false,
},
.storageTexture = {0},
},
[2] = (WGPUBindGroupLayoutEntry) {
/* Binding 2: Fragment shader texture sampler */
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
};
bind_group_layout = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device, &(WGPUBindGroupLayoutDescriptor){
.label = "Bind group layout",
.entryCount = (uint32_t)ARRAY_SIZE(bgl_entries),
.entries = bgl_entries,
});
ASSERT(bind_group_layout != NULL);
// Create the pipeline layout
pipeline_layout = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bind_group_layout,
});
ASSERT(pipeline_layout != NULL);
}
static void setup_bind_groups(wgpu_context_t* wgpu_context)
{
WGPUBindGroupEntry bg_entries[3] = {
[0] = (WGPUBindGroupEntry) {
.binding = 0,
.buffer = uniform_buffer_vs.buffer,
.offset = 0,
.size = uniform_buffer_vs.size,
},
[1] = (WGPUBindGroupEntry) {
.binding = 1,
.textureView = texture.view,
},
[2] = (WGPUBindGroupEntry) {
.binding = 2,
.sampler = texture.sampler,
},
};
WGPUBindGroupDescriptor bg_desc = {
.label = "Bind group",
.layout = bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
};
bind_group = wgpuDeviceCreateBindGroup(wgpu_context->device, &bg_desc);
ASSERT(bind_group != NULL);
}
static void prepare_texture(wgpu_context_t* wgpu_context)
{
const char* file = "textures/Di-3d.png";
texture = wgpu_create_texture_from_file(wgpu_context, file, NULL);
}
static void setup_render_pass(wgpu_context_t* wgpu_context)
{
UNUSED_VAR(wgpu_context);
// Color attachment
render_pass.color_attachments[0] = (WGPURenderPassColorAttachment) {
.view = NULL, /* Assigned later */
.depthSlice = ~0,
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = (WGPUColor) {
.r = 0.1f,
.g = 0.2f,
.b = 0.3f,
.a = 1.0f,
},
};
// Render pass descriptor
render_pass.descriptor = (WGPURenderPassDescriptor){
.label = "Render pass descriptor",
.colorAttachmentCount = 1,
.colorAttachments = render_pass.color_attachments,
};
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffer_vs.buffer, 0,
&viewport_params, uniform_buffer_vs.size);
}
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
uniform_buffer_vs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(viewport_params),
.initial.data = &viewport_params,
});
}
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,
};
// Vertex state
WGPUVertexState vertex_state = wgpu_create_vertex_state(
wgpu_context, &(wgpu_vertex_state_t){
.shader_desc = (wgpu_shader_desc_t){
// Vertex shader WGSL
.label = "Vertex shader WGSL",
.wgsl_code.source = vertex_shader_wgsl,
.entry = "vertex_main",
},
.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 WGSL
.label = "Fragment shader WGSL",
.wgsl_code.source = fragment_shader_wgsl,
.entry = "fragment_main",
},
.target_count = 1,
.targets = &color_target_state,
});
// Multisample state
WGPUMultisampleState multisample_state
= wgpu_create_multisample_state_descriptor(
&(create_multisample_state_desc_t){
.sample_count = 1,
});
// Create rendering pipeline using the specified states
pipeline = wgpuDeviceCreateRenderPipeline(wgpu_context->device,
&(WGPURenderPipelineDescriptor){
.label = "Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.multisample = multisample_state,
});
ASSERT(pipeline != NULL);
// Partial cleanup
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
prepare_texture(context->wgpu_context);
prepare_uniform_buffers(context);
setup_pipeline_layout(context->wgpu_context);
setup_bind_groups(context->wgpu_context);
prepare_pipelines(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("Viewport")) {
if (imgui_overlay_slider_float(context->imgui_overlay, "x",
&viewport_params.x, -0.5f, 0.5f, "%.2f")) {
update_uniform_buffers(context);
}
if (imgui_overlay_slider_float(context->imgui_overlay, "y",
&viewport_params.y, -0.5f, 0.5f, "%.2f")) {
update_uniform_buffers(context);
}
if (imgui_overlay_slider_float(context->imgui_overlay, "width",
&viewport_params.width, 0.f, 2.f, "%.2f")) {
viewport_params.width += 0.000001f;
update_uniform_buffers(context);
}
if (imgui_overlay_slider_float(context->imgui_overlay, "height",
&viewport_params.height, 0.f, 2.f, "%.2f")) {
viewport_params.height += 0.000001f;
update_uniform_buffers(context);
}
}
}
static WGPUCommandBuffer build_command_buffer(wgpu_context_t* wgpu_context)
{
/* Set target frame buffer */
render_pass.color_attachments[0].view = wgpu_context->swap_chain.frame_buffer;
/* Create command encoder */
wgpu_context->cmd_enc
= wgpuDeviceCreateCommandEncoder(wgpu_context->device, NULL);
/* Create render pass encoder for encoding drawing commands */
wgpu_context->rpass_enc = wgpuCommandEncoderBeginRenderPass(
wgpu_context->cmd_enc, &render_pass.descriptor);
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
/* Set the bind group */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_group, 0,
0);
/* 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);
/* Draw indexed quad */
wgpuRenderPassEncoderDraw(wgpu_context->rpass_enc, 6, 1, 0, 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)
{
wgpu_context_t* wgpu_context = context->wgpu_context;
// Update the uniform buffers
update_uniform_buffers(context);
// Prepare frame
prepare_frame(context);
// Command buffer to be submitted to the queue
wgpu_context->submit_info.command_buffer_count = 1;
wgpu_context->submit_info.command_buffers[0]
= build_command_buffer(context->wgpu_context);
// Submit command buffer 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;
}
return example_draw(context);
}
static void example_destroy(wgpu_example_context_t* context)
{
camera_release(context->camera);
wgpu_destroy_texture(&texture);
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffer_vs.buffer)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(BindGroup, bind_group)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
}
void example_out_of_bounds_viewport(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
}
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
// clang-format off
static const char* vertex_shader_wgsl = CODE(
struct Viewport {
x : f32,
y : f32,
w : f32,
h : f32,
};
@group(0) @binding(0)
var<uniform> viewport : Viewport;
struct VertexOutput{
@builtin(position) Position : vec4<f32>,
@location(0) fragUV : vec2<f32>,
}
@vertex
fn vertex_main(
@builtin(vertex_index) VertexIndex : u32
) -> VertexOutput {
var pos = array<vec2<f32>, 6>(
vec2( 1.0, 1.0), vec2( 1.0, -1.0), vec2(-1.0, -1.0),
vec2( 1.0, 1.0), vec2(-1.0, -1.0), vec2(-1.0, 1.0)
);
const uv = array(
vec2( 1.0, 0.0), vec2( 1.0, 1.0), vec2( 0.0, 1.0),
vec2( 1.0, 0.0), vec2( 0.0, 1.0), vec2( 0.0, 0.0)
);
var position : vec4<f32> = vec4(pos[VertexIndex], 0.0, 1.0);
position.x = position.x * viewport.w
+ (viewport.x + viewport.w - 1.0 + viewport.x) * position.w;
position.y = position.y * viewport.h
+ (viewport.y + viewport.h - 1.0 + viewport.y) * position.w;
var output : VertexOutput;
output.Position = position;
output.fragUV = uv[VertexIndex];
return output;
}
);
static const char* fragment_shader_wgsl = CODE(
@group(0) @binding(1) var myTexture : texture_2d<f32>;
@group(0) @binding(2) var mySampler : sampler;
@fragment
fn fragment_main(@location(0) fragUV : vec2<f32>) -> @location(0) vec4<f32> {
// PIXELATE
var dx:f32 = 8.0 / 640.0;
var dy:f32 = 8.0 / 640.0;
var uv:vec2<f32> = vec2(dx*(floor(fragUV.x/dx)), dy*(floor(fragUV.y/dy)));
var color:vec3<f32> = (textureSample(myTexture, mySampler, uv)).rgb;
return vec4<f32>(color, 1.0);
}
);
// clang-format on