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main.c
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#include <stdio.h>
#include <stdbool.h>
// emscripten
#include "emscripten.h"
#include "emscripten/html5.h"
#include "emscripten/html5_webgpu.h"
#include "webgpu/webgpu.h"
//--------------------------------------------------
// defines
//--------------------------------------------------
#define SHADER_SOURCE(...) #__VA_ARGS__
//--------------------------------------------------
// structs
//--------------------------------------------------
// global state
typedef struct state_t {
// canvas
struct {
const char* name;
int width, height;
} canvas;
// wgpu
struct {
WGPUInstance instance;
WGPUDevice device;
WGPUQueue queue;
WGPUSwapChain swapchain;
WGPURenderPipeline pipeline;
} wgpu;
// resources
struct {
WGPUBuffer vbuffer, ibuffer, ubuffer;
WGPUBindGroup bindgroup;
} res;
// vars
struct {
float rot;
} var;
} state_t;
// state
static state_t state;
//--------------------------------------------------
// callbacks and functions
//--------------------------------------------------
// callbacks
static int resize(int, const EmscriptenUiEvent*, void*);
static void draw();
// helper functions
static WGPUSwapChain create_swapchain();
static WGPUShaderModule create_shader(const char* code, const char* label);
static WGPUBuffer create_buffer(const void* data, size_t size, WGPUBufferUsage usage);
//--------------------------------------------------
// vertex and fragment shaders
//--------------------------------------------------
// triangle shader
static const char* wgsl_triangle = SHADER_SOURCE(
// attribute/uniform decls
struct VertexIn {
@location(0) aPos : vec2<f32>,
@location(1) aCol : vec3<f32>,
};
struct VertexOut {
@location(0) vCol : vec3<f32>,
@builtin(position) Position : vec4<f32>,
};
struct Rotation {
@location(0) degs : f32,
};
@group(0) @binding(0) var<uniform> uRot : Rotation;
// vertex shader
@vertex
fn vs_main(input : VertexIn) -> VertexOut {
var rads : f32 = radians(uRot.degs);
var cosA : f32 = cos(rads);
var sinA : f32 = sin(rads);
var rot : mat3x3<f32> = mat3x3<f32>(
vec3<f32>( cosA, sinA, 0.0),
vec3<f32>(-sinA, cosA, 0.0),
vec3<f32>( 0.0, 0.0, 1.0));
var output : VertexOut;
output.Position = vec4<f32>(rot * vec3<f32>(input.aPos, 1.0), 1.0);
output.vCol = input.aCol;
return output;
}
// fragment shader
@fragment
fn fs_main(@location(0) vCol : vec3<f32>) -> @location(0) vec4<f32> {
return vec4<f32>(vCol, 1.0);
}
);
//--------------------------------------------------
//
// main
//
//--------------------------------------------------
int main(int argc, const char* argv[]) {
(void)argc, (void)argv; // unused
//-----------------
// init
//-----------------
state.canvas.name = "canvas";
state.wgpu.instance = wgpuCreateInstance(NULL);
state.wgpu.device = emscripten_webgpu_get_device();
state.wgpu.queue = wgpuDeviceGetQueue(state.wgpu.device);
resize(0, NULL, NULL); // set size and create swapchain
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, 0, false, (em_ui_callback_func)resize);
//-----------------
// setup pipeline
//-----------------
// compile shaders
WGPUShaderModule shader_triangle = create_shader(wgsl_triangle, NULL);
// describe buffer layouts
WGPUVertexAttribute vertex_attributes[2] = {
// position: x, y
[0] = {
.format = WGPUVertexFormat_Float32x2,
.offset = 0,
.shaderLocation = 0,
},
// color: r, g, b
[1] = {
.format = WGPUVertexFormat_Float32x3,
.offset = 2 * sizeof(float),
.shaderLocation = 1,
}
};
WGPUVertexBufferLayout vertex_buffer_layout = {
.arrayStride = 5 * sizeof(float),
.attributeCount = 2,
.attributes = vertex_attributes,
};
// describe pipeline layout
WGPUBindGroupLayout bindgroup_layout = wgpuDeviceCreateBindGroupLayout(state.wgpu.device, &(WGPUBindGroupLayoutDescriptor){
.entryCount = 1,
// bind group layout entry
.entries = &(WGPUBindGroupLayoutEntry){
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
// buffer binding layout
.buffer = {
.type = WGPUBufferBindingType_Uniform,
}
},
});
WGPUPipelineLayout pipeline_layout = wgpuDeviceCreatePipelineLayout(state.wgpu.device, &(WGPUPipelineLayoutDescriptor){
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &bindgroup_layout,
});
// create pipeline
state.wgpu.pipeline = wgpuDeviceCreateRenderPipeline(state.wgpu.device, &(WGPURenderPipelineDescriptor){
// pipeline layout
.layout = pipeline_layout,
// vertex state
.vertex = {
.module = shader_triangle,
.entryPoint = "vs_main",
.bufferCount = 1,
.buffers = &vertex_buffer_layout,
},
// primitive state
.primitive = {
.frontFace = WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_None,
.topology = WGPUPrimitiveTopology_TriangleList,
.stripIndexFormat = WGPUIndexFormat_Undefined,
},
// fragment state
.fragment = &(WGPUFragmentState){
.module = shader_triangle,
.entryPoint = "fs_main",
.targetCount = 1,
// color target state
.targets = &(WGPUColorTargetState){
.format = WGPUTextureFormat_BGRA8Unorm,
.writeMask = WGPUColorWriteMask_All,
// blend state
.blend = &(WGPUBlendState){
.color = {
.operation = WGPUBlendOperation_Add,
.srcFactor = WGPUBlendFactor_One,
.dstFactor = WGPUBlendFactor_One,
},
.alpha = {
.operation = WGPUBlendOperation_Add,
.srcFactor = WGPUBlendFactor_One,
.dstFactor = WGPUBlendFactor_One,
},
},
},
},
// multi-sampling state
.multisample = {
.count = 1,
.mask = 0xFFFFFFFF,
.alphaToCoverageEnabled = false,
},
// depth-stencil state
.depthStencil = NULL,
});
wgpuBindGroupLayoutRelease(bindgroup_layout);
wgpuPipelineLayoutRelease(pipeline_layout);
wgpuShaderModuleRelease(shader_triangle);
//-----------------
// setup
//-----------------
// create the vertex buffer (x, y, r, g, b) and index buffer
float const vertex_data[] = {
// x, y // r, g, b
-0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // bottom-left
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom-right
0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // top-right
-0.5f, 0.5f, 1.0f, 1.0f, 0.0f, // top-left
};
uint16_t index_data[] = {
0, 1, 2,
0, 2, 3,
};
state.res.vbuffer = create_buffer(vertex_data, sizeof(vertex_data), WGPUBufferUsage_Vertex);
state.res.ibuffer = create_buffer(index_data, sizeof(index_data), WGPUBufferUsage_Index);
// create the uniform bind group
state.res.ubuffer = create_buffer(&state.var.rot, sizeof(state.var.rot), WGPUBufferUsage_Uniform);
state.res.bindgroup = wgpuDeviceCreateBindGroup(state.wgpu.device, &(WGPUBindGroupDescriptor){
.layout = wgpuRenderPipelineGetBindGroupLayout(state.wgpu.pipeline, 0),
.entryCount = 1,
// bind group entry
.entries = &(WGPUBindGroupEntry){
.binding = 0,
.offset = 0,
.buffer = state.res.ubuffer,
.size = sizeof(state.var.rot),
},
});
//-----------------
// main loop
//-----------------
emscripten_set_main_loop(draw, 0, 1);
//-----------------
// quit
//-----------------
wgpuRenderPipelineRelease(state.wgpu.pipeline);
wgpuSwapChainRelease(state.wgpu.swapchain);
wgpuQueueRelease(state.wgpu.queue);
wgpuDeviceRelease(state.wgpu.device);
wgpuInstanceRelease(state.wgpu.instance);
return 0;
}
// draw callback
void draw() {
// update rotation
state.var.rot += 0.1f;
state.var.rot = state.var.rot >= 360.f ? 0.0f : state.var.rot;
wgpuQueueWriteBuffer(state.wgpu.queue, state.res.ubuffer, 0, &state.var.rot, sizeof(state.var.rot));
// create texture view
WGPUTextureView back_buffer = wgpuSwapChainGetCurrentTextureView(state.wgpu.swapchain);
// create command encoder
WGPUCommandEncoder cmd_encoder = wgpuDeviceCreateCommandEncoder(state.wgpu.device, NULL);
// begin render pass
WGPURenderPassEncoder render_pass = wgpuCommandEncoderBeginRenderPass(cmd_encoder, &(WGPURenderPassDescriptor){
// color attachments
.colorAttachmentCount = 1,
.colorAttachments = &(WGPURenderPassColorAttachment){
.view = back_buffer,
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = (WGPUColor){ 0.2f, 0.2f, 0.3f, 1.0f },
.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED
},
});
// draw quad (comment these five lines to simply clear the screen)
wgpuRenderPassEncoderSetPipeline(render_pass, state.wgpu.pipeline);
wgpuRenderPassEncoderSetBindGroup(render_pass, 0, state.res.bindgroup, 0, 0);
wgpuRenderPassEncoderSetVertexBuffer(render_pass, 0, state.res.vbuffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetIndexBuffer(render_pass, state.res.ibuffer, WGPUIndexFormat_Uint16, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDrawIndexed(render_pass, 6, 1, 0, 0, 0);
// end render pass
wgpuRenderPassEncoderEnd(render_pass);
// create command buffer
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(cmd_encoder, NULL); // after 'end render pass'
// submit commands
wgpuQueueSubmit(state.wgpu.queue, 1, &cmd_buffer);
// release all
wgpuRenderPassEncoderRelease(render_pass);
wgpuCommandEncoderRelease(cmd_encoder);
wgpuCommandBufferRelease(cmd_buffer);
wgpuTextureViewRelease(back_buffer);
}
// resize callback
int resize(int event_type, const EmscriptenUiEvent* ui_event, void* user_data) {
(void)event_type, (void)ui_event, (void)user_data; // unused
double w, h;
emscripten_get_element_css_size(state.canvas.name, &w, &h);
state.canvas.width = (int)w;
state.canvas.height = (int)h;
emscripten_set_canvas_element_size(state.canvas.name, state.canvas.width, state.canvas.height);
if (state.wgpu.swapchain) {
wgpuSwapChainRelease(state.wgpu.swapchain);
state.wgpu.swapchain = NULL;
}
state.wgpu.swapchain = create_swapchain();
return 1;
}
// helper functions
WGPUSwapChain create_swapchain() {
WGPUSurface surface = wgpuInstanceCreateSurface(state.wgpu.instance, &(WGPUSurfaceDescriptor){
.nextInChain = (WGPUChainedStruct*)(&(WGPUSurfaceDescriptorFromCanvasHTMLSelector){
.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector,
.selector = state.canvas.name,
})
});
return wgpuDeviceCreateSwapChain(state.wgpu.device, surface, &(WGPUSwapChainDescriptor){
.usage = WGPUTextureUsage_RenderAttachment,
.format = WGPUTextureFormat_BGRA8Unorm,
.width = state.canvas.width,
.height = state.canvas.height,
.presentMode = WGPUPresentMode_Fifo,
});
}
WGPUShaderModule create_shader(const char* code, const char* label) {
WGPUShaderModuleWGSLDescriptor wgsl = {
.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor,
.code = code,
};
return wgpuDeviceCreateShaderModule(state.wgpu.device, &(WGPUShaderModuleDescriptor){
.nextInChain = (WGPUChainedStruct*)(&wgsl),
.label = label,
});
}
WGPUBuffer create_buffer(const void* data, size_t size, WGPUBufferUsage usage) {
WGPUBuffer buffer = wgpuDeviceCreateBuffer(state.wgpu.device, &(WGPUBufferDescriptor){
.usage = WGPUBufferUsage_CopyDst | usage,
.size = size,
});
wgpuQueueWriteBuffer(state.wgpu.queue, buffer, 0, data, size);
return buffer;
}