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texture_mipmap_gen.c
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texture_mipmap_gen.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/gltf_model.h"
#include "../webgpu/imgui_overlay.h"
#include "../webgpu/texture.h"
#ifdef __GNUC__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wignored-qualifiers"
#pragma GCC diagnostic ignored "-Wparentheses"
#endif
#include <ktx.h>
#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif
/* -------------------------------------------------------------------------- *
* WebGPU Example - Runtime Mip Map Generation
*
* This example shows how to load and sample textures (including mip maps).
*
* Ref:
* https://github.com/SaschaWillems/Vulkan/blob/master/examples/texturemipmapgen/texturemipmapgen.cpp
* -------------------------------------------------------------------------- */
static struct texture {
WGPUTexture texture;
WGPUTextureView view;
uint32_t width, height;
uint32_t mip_levels;
} texture;
// To demonstrate mip mapping and filtering this example uses separate samplers
static const char* sampler_names[3]
= {"No mip maps", "Mip maps (bilinear)", "Mip maps (anisotropic)"};
static WGPUSampler samplers[3];
static struct gltf_model_t* model;
static wgpu_buffer_t uniform_buffer_vs;
static struct ubo_vs_t {
mat4 projection;
mat4 view;
mat4 model;
vec4 view_pos;
float lod_bias;
int32_t sampler_index;
} ubo_vs = {
.projection = GLM_MAT4_ZERO_INIT,
.view = GLM_MAT4_ZERO_INIT,
.model = GLM_MAT4_ZERO_INIT,
.view_pos = GLM_VEC4_ZERO_INIT,
.lod_bias = 0.0f,
.sampler_index = 2,
};
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass;
static WGPURenderPipeline pipeline;
static WGPUPipelineLayout pipeline_layout;
static WGPUBindGroup bind_group;
static WGPUBindGroupLayout bind_group_layout;
// Other variables
static const char* example_title = "Runtime Mip Map Generation";
static bool prepared = false;
static void setup_camera(wgpu_example_context_t* context)
{
context->camera = camera_create();
context->camera->type = CameraType_FirstPerson;
camera_set_perspective(context->camera, 60.0f,
context->window_size.aspect_ratio, 0.1f, 1024.0f);
camera_set_rotation(context->camera, (vec3){0.0f, 90.0f, 0.0f});
camera_set_translation(context->camera, (vec3){40.75f, 0.0f, 0.0f});
camera_set_movement_speed(context->camera, 2.5f);
camera_set_rotation_speed(context->camera, 0.5f);
context->timer_speed *= 0.05f;
}
static void load_texture(wgpu_context_t* wgpu_context, const char* filename,
WGPUTextureFormat format)
{
ktxResult result = KTX_NOT_FOUND;
ktxTexture* ktx_texture;
if (!file_exists(filename)) {
log_fatal("Could not load texture from %s", filename);
}
result = ktxTexture_CreateFromNamedFile(
filename, KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktx_texture);
ASSERT(result == KTX_SUCCESS);
texture.width = ktx_texture->baseWidth;
texture.height = ktx_texture->baseHeight;
ktx_uint8_t* ktx_texture_data = ktxTexture_GetData(ktx_texture);
ktx_size_t ktx_texture_size = ktxTexture_GetImageSize(ktx_texture, 0);
// calculate num of mip maps
// numLevels = 1 + floor(log2(max(w, h, d)))
// Calculated as log2(max(width, height, depth))c + 1 (see specs)
texture.mip_levels = floor(log2(MAX(texture.width, texture.height))) + 1;
// Create a host-visible staging buffer that contains the raw image data
WGPUBufferDescriptor staging_buffer_desc = {
.label = "Host-visible staging buffer",
.usage = WGPUBufferUsage_CopySrc | WGPUBufferUsage_MapWrite,
.size = ktx_texture_size,
.mappedAtCreation = true,
};
WGPUBuffer staging_buffer
= wgpuDeviceCreateBuffer(wgpu_context->device, &staging_buffer_desc);
ASSERT(staging_buffer);
// Copy texture data into staging buffer
void* mapping = wgpuBufferGetMappedRange(staging_buffer, 0, ktx_texture_size);
ASSERT(mapping)
memcpy(mapping, ktx_texture_data, ktx_texture_size);
wgpuBufferUnmap(staging_buffer);
// Create texture
WGPUTextureDescriptor texture_desc = {
.label = "Mip map texture",
.size = (WGPUExtent3D) {
.width = texture.width,
.height = texture.height,
.depthOrArrayLayers = 1,
},
.mipLevelCount = texture.mip_levels,
.sampleCount = 1,
.dimension = WGPUTextureDimension_2D,
.format = format,
.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding
| WGPUTextureUsage_RenderAttachment,
};
texture.texture
= wgpuDeviceCreateTexture(wgpu_context->device, &texture_desc);
ASSERT(texture.texture != NULL);
// Copy the first mip of the chain, remaining mips will be generated
// Upload staging buffer to texture
WGPUCommandEncoder cmd_encoder
= wgpuDeviceCreateCommandEncoder(wgpu_context->device, NULL);
wgpuCommandEncoderCopyBufferToTexture(cmd_encoder,
// Source
&(WGPUImageCopyBuffer) {
.buffer = staging_buffer,
.layout = (WGPUTextureDataLayout) {
.offset = 0,
.bytesPerRow = texture.width * 4,
.rowsPerImage = texture.height,
},
},
// Destination
&(WGPUImageCopyTexture){
.texture = texture.texture,
.mipLevel = 0,
.origin = (WGPUOrigin3D) {
.x = 0,
.y = 0,
.z = 0,
},
.aspect = WGPUTextureAspect_All,
},
// Copy size
&(WGPUExtent3D){
.width = texture.width,
.height = texture.height,
.depthOrArrayLayers = 1,
});
WGPUCommandBuffer command_buffer
= wgpuCommandEncoderFinish(cmd_encoder, NULL);
WGPU_RELEASE_RESOURCE(CommandEncoder, cmd_encoder)
// Sumbit commmand buffer and cleanup
ASSERT(command_buffer != NULL)
// Submit to the queue
wgpuQueueSubmit(wgpu_context->queue, 1, &command_buffer);
// Release command buffer
WGPU_RELEASE_RESOURCE(CommandBuffer, command_buffer)
// Clean up staging resources
WGPU_RELEASE_RESOURCE(Buffer, staging_buffer)
ktxTexture_Destroy(ktx_texture);
// Generate the mip chain
// ---------------------------------------------------------------------------
wgpu_mipmap_generator_t* mipmap_generator
= wgpu_mipmap_generator_create(wgpu_context);
texture.texture = wgpu_mipmap_generator_generate_mipmap(
mipmap_generator, texture.texture, &texture_desc);
wgpu_mipmap_generator_destroy(mipmap_generator);
// ---------------------------------------------------------------------------
// Create samplers
WGPUSamplerDescriptor sampler_desc = {
.label = "Mip map texture sampler",
.addressModeU = WGPUAddressMode_MirrorRepeat,
.addressModeV = WGPUAddressMode_MirrorRepeat,
.addressModeW = WGPUAddressMode_MirrorRepeat,
.minFilter = WGPUFilterMode_Linear,
.magFilter = WGPUFilterMode_Linear,
.mipmapFilter = WGPUMipmapFilterMode_Linear,
.lodMinClamp = 0.0f,
.lodMaxClamp = 0.0f,
.maxAnisotropy = 1,
};
// Without mip mapping
samplers[0] = wgpuDeviceCreateSampler(wgpu_context->device, &sampler_desc);
ASSERT(samplers[0] != NULL);
// With mip mapping
sampler_desc.lodMaxClamp = (float)texture.mip_levels - 1;
samplers[1] = wgpuDeviceCreateSampler(wgpu_context->device, &sampler_desc);
ASSERT(samplers[1] != NULL);
// With mip mapping and anisotropic filtering
sampler_desc.maxAnisotropy = 16;
samplers[2] = wgpuDeviceCreateSampler(wgpu_context->device, &sampler_desc);
ASSERT(samplers[2] != NULL);
// Create texture view
WGPUTextureViewDescriptor texture_view_dec = {
.label = "Mip map texture view",
.format = texture_desc.format,
.dimension = WGPUTextureViewDimension_2D,
.baseMipLevel = 0,
.mipLevelCount = texture.mip_levels,
.baseArrayLayer = 0,
.arrayLayerCount = 1,
};
texture.view = wgpuTextureCreateView(texture.texture, &texture_view_dec);
ASSERT(texture.view != NULL);
}
// Free all WebGPU resources used a texture object
static void destroy_texture(void)
{
WGPU_RELEASE_RESOURCE(Texture, texture.texture)
WGPU_RELEASE_RESOURCE(TextureView, texture.view)
}
static void load_assets(wgpu_context_t* wgpu_context)
{
model = wgpu_gltf_model_load_from_file(&(wgpu_gltf_model_load_options_t){
.wgpu_context = wgpu_context,
.filename = "models/tunnel_cylinder.gltf",
.file_loading_flags = WGPU_GLTF_FileLoadingFlags_PreTransformVertices
| WGPU_GLTF_FileLoadingFlags_DontLoadImages,
});
load_texture(wgpu_context, "textures/metalplate_nomips_rgba.ktx",
WGPUTextureFormat_RGBA8Unorm);
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
/* Bind group layout */
WGPUBindGroupLayoutEntry bgl_entries[5] = {
[0] = (WGPUBindGroupLayoutEntry) {
/* Binding 0: Uniform buffer (Vertex shader) */
.binding = 0,
.visibility = WGPUShaderStage_Vertex,
.buffer = (WGPUBufferBindingLayout) {
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = sizeof(ubo_vs),
},
.sampler = {0},
},
[1] = (WGPUBindGroupLayoutEntry) {
/* Binding 1: Fragment shader texture image 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 image sampler 1 */
.binding = 2,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
[3] = (WGPUBindGroupLayoutEntry) {
/* Binding 3: Fragment shader texture image sampler 2 */
.binding = 3,
.visibility = WGPUShaderStage_Fragment,
.sampler = (WGPUSamplerBindingLayout){
.type = WGPUSamplerBindingType_Filtering,
},
.texture = {0},
},
[4] = (WGPUBindGroupLayoutEntry) {
/* Binding 4: Fragment shader texture image sampler 3 */
.binding = 4,
.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 that is used to generate the rendering pipelines
// that are based on this descriptor set 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_group(wgpu_context_t* wgpu_context)
{
/* Bind Group */
WGPUBindGroupEntry bg_entries[5] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0: Uniform buffer (Vertex shader) */
.binding = 0,
.buffer = uniform_buffer_vs.buffer,
.offset = 0,
.size = uniform_buffer_vs.size,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1: Fragment shader texture image view */
.binding = 1,
.textureView = texture.view,
},
[2] = (WGPUBindGroupEntry) {
/* Binding 2: Fragment shader texture image sampler 1 */
.binding = 2,
.sampler = samplers[0],
},
[3] = (WGPUBindGroupEntry) {
/* Binding 3: Fragment shader texture image sampler 2 */
.binding = 3,
.sampler = samplers[1],
},
[4] = (WGPUBindGroupEntry) {
/* Binding 4: Fragment shader texture image sampler 3 */
.binding = 4,
.sampler = samplers[2],
},
};
bind_group = wgpuDeviceCreateBindGroup(
wgpu_context->device, &(WGPUBindGroupDescriptor){
.label = "Bind group",
.layout = bind_group_layout,
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
});
ASSERT(bind_group != NULL);
}
static void setup_render_pass(wgpu_context_t* 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 = 0.0f,
.g = 0.0f,
.b = 0.0f,
.a = 0.0f,
},
};
/* Depth attachment */
wgpu_setup_deph_stencil(wgpu_context, NULL);
/* Render pass descriptor */
render_pass.descriptor = (WGPURenderPassDescriptor){
.label = "Render pass descriptor",
.colorAttachmentCount = 1,
.colorAttachments = render_pass.color_attachments,
.depthStencilAttachment = &wgpu_context->depth_stencil.att_desc,
};
}
static void prepare_pipelines(wgpu_context_t* wgpu_context)
{
/* Construct the different states making up the pipeline */
/* Primitive state */
WGPUPrimitiveState primitive_state = {
.topology = WGPUPrimitiveTopology_TriangleList,
.frontFace = WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_Back,
};
/* 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,
};
/* Depth stencil state */
WGPUDepthStencilState depth_stencil_state
= wgpu_create_depth_stencil_state(&(create_depth_stencil_state_desc_t){
.format = WGPUTextureFormat_Depth24PlusStencil8,
.depth_write_enabled = true,
});
/* Vertex buffer layout */
WGPU_GLTF_VERTEX_BUFFER_LAYOUT(
tunnel_cylinder,
/* Location 0: Position */
WGPU_GLTF_VERTATTR_DESC(0, WGPU_GLTF_VertexComponent_Position),
/* Location 1: Texture coordinates */
WGPU_GLTF_VERTATTR_DESC(1, WGPU_GLTF_VertexComponent_UV),
/* Location 2: Vertex normal */
WGPU_GLTF_VERTATTR_DESC(2, WGPU_GLTF_VertexComponent_Normal));
/* Vertex state */
WGPUVertexState vertex_state = wgpu_create_vertex_state(
wgpu_context, &(wgpu_vertex_state_t){
.shader_desc = (wgpu_shader_desc_t){
/* Vertex shader SPIR-V */
.label = "Texture - Vertex shader SPIR-V",
.file = "shaders/texture_mipmap_gen/texture.vert.spv",
},
.buffer_count = 1,
.buffers = &tunnel_cylinder_vertex_buffer_layout,
});
/* Fragment state */
WGPUFragmentState fragment_state = wgpu_create_fragment_state(
wgpu_context, &(wgpu_fragment_state_t){
.shader_desc = (wgpu_shader_desc_t){
/* Fragment shader SPIR-V */
.label = "Texture - Fragment shader SPIR-V",
.file = "shaders/texture_mipmap_gen/texture.frag.spv",
},
.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 = "Texture mipmap gen - Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = &depth_stencil_state,
.multisample = multisample_state,
});
ASSERT(pipeline != NULL);
// Shader modules are no longer needed once the graphics pipeline has been
// created
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
static void update_uniform_buffers(wgpu_example_context_t* context)
{
glm_mat4_copy(context->camera->matrices.perspective, ubo_vs.projection);
glm_mat4_copy(context->camera->matrices.view, ubo_vs.view);
glm_mat4_identity(ubo_vs.model);
glm_rotate(ubo_vs.model, glm_rad(context->timer * 360.0f),
(vec3){1.0f, 0.0f, 0.0f});
glm_vec4(context->camera->position, 0.0f, ubo_vs.view_pos);
glm_vec4_mul(ubo_vs.view_pos, (vec4){-1.0f, 0.0f, 0.0f, 0.0f},
ubo_vs.view_pos);
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffer_vs.buffer, 0,
&ubo_vs, uniform_buffer_vs.size);
}
/* Prepare and initialize uniform buffer containing shader uniforms */
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
/* Vertex shader uniform buffer block */
uniform_buffer_vs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Vertex shader - Uniform buffer block",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_vs),
});
ASSERT(uniform_buffer_vs.buffer != NULL);
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
setup_camera(context);
load_assets(context->wgpu_context);
prepare_uniform_buffers(context);
setup_pipeline_layout(context->wgpu_context);
prepare_pipelines(context->wgpu_context);
setup_bind_group(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("Settings")) {
imgui_overlay_checkBox(context->imgui_overlay, "Paused", &context->paused);
if (imgui_overlay_slider_float(context->imgui_overlay, "LOD Bias",
&ubo_vs.lod_bias, 0.0f,
(float)texture.mip_levels, "%.1f")) {
update_uniform_buffers(context);
}
if (imgui_overlay_combo_box(context->imgui_overlay, "Sampler Type",
&ubo_vs.sampler_index, sampler_names, 3)) {
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);
/* 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);
/* Bind the rendering pipeline */
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
/* Set the bind group */
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0, bind_group, 0,
0);
/* Draw glTF model */
wgpu_gltf_model_draw(model, (wgpu_gltf_model_render_options_t){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)
{
/* Prepare frame */
prepare_frame(context);
/* Command buffer to be submitted to the queue */
wgpu_context_t* wgpu_context = context->wgpu_context;
wgpu_context->submit_info.command_buffer_count = 1;
wgpu_context->submit_info.command_buffers[0]
= build_command_buffer(context->wgpu_context);
/* Submit 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;
}
const int draw_result = example_draw(context);
if (!context->paused || context->camera->updated) {
update_uniform_buffers(context);
}
return draw_result;
}
static void example_destroy(wgpu_example_context_t* context)
{
camera_release(context->camera);
wgpu_gltf_model_destroy(model);
destroy_texture();
for (uint32_t i = 0; i < (uint32_t)ARRAY_SIZE(samplers); ++i) {
WGPU_RELEASE_RESOURCE(Sampler, samplers[i])
}
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffer_vs.buffer)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
WGPU_RELEASE_RESOURCE(BindGroupLayout, bind_group_layout)
WGPU_RELEASE_RESOURCE(BindGroup, bind_group)
}
void example_texture_mipmap_gen(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
}