examples: add pixel post processing effect example

This commit is contained in:
Diego Arias 2022-09-16 15:56:16 -03:00 committed by Stephen Gutekanst
parent 6183e39593
commit eef76effe3
9 changed files with 618 additions and 0 deletions

View file

@ -0,0 +1,435 @@
const std = @import("std");
const mach = @import("mach");
const gpu = @import("gpu");
const glfw = @import("glfw");
const zm = @import("zmath");
const Vertex = @import("cube_mesh.zig").Vertex;
const vertices = @import("cube_mesh.zig").vertices;
const Quad = @import("quad_mesh.zig").Quad;
const quad = @import("quad_mesh.zig").quad;
pub const App = @This();
const pixel_size = 8;
const UniformBufferObject = struct {
mat: zm.Mat,
};
const PostUniformBufferObject = struct {
width: u32,
height: u32,
pixel_size: u32 = pixel_size,
};
timer: mach.Timer = undefined,
queue: *gpu.Queue,
pipeline: *gpu.RenderPipeline,
normal_pipeline: *gpu.RenderPipeline,
vertex_buffer: *gpu.Buffer,
uniform_buffer: *gpu.Buffer,
bind_group: *gpu.BindGroup,
post_pipeline: *gpu.RenderPipeline,
post_vertex_buffer: *gpu.Buffer,
post_uniform_buffer: *gpu.Buffer,
post_bind_group: *gpu.BindGroup,
draw_texture_view: *gpu.TextureView,
depth_texture_view: *gpu.TextureView,
normal_texture_view: *gpu.TextureView,
pub fn init(app: *App, core: *mach.Core) !void {
app.timer = try mach.Timer.start();
app.create_render_textures(core);
app.create_draw_pipeline(core);
app.create_post_pipeline(core);
}
pub fn deinit(app: *App, _: *mach.Core) void {
app.cleanup();
}
pub fn resize(app: *App, core: *mach.Core, _: u32, _: u32) !void {
app.cleanup();
app.create_render_textures(core);
app.create_draw_pipeline(core);
app.create_post_pipeline(core);
}
pub fn update(app: *App, core: *mach.Core) !void {
while (core.pollEvent()) |event| {
switch (event) {
.key_press => |ev| {
if (ev.key == .space)
core.setShouldClose(true);
},
else => {},
}
}
const encoder = core.device.createCommandEncoder(null);
encoder.writeBuffer(app.post_uniform_buffer, 0, &[_]PostUniformBufferObject{
PostUniformBufferObject{
.width = core.getWindowSize().width,
.height = core.getWindowSize().height,
},
});
{
const time = app.timer.read() * 0.5;
const model = zm.mul(zm.rotationX(time * (std.math.pi / 2.0)), zm.rotationZ(time * (std.math.pi / 2.0)));
const view = zm.lookAtRh(
zm.f32x4(0, 5, 2, 1),
zm.f32x4(0, 0, 0, 1),
zm.f32x4(0, 0, 1, 0),
);
const proj = zm.perspectiveFovRh(
(std.math.pi / 4.0),
@intToFloat(f32, core.current_desc.width) / @intToFloat(f32, core.current_desc.height),
0.1,
10,
);
const mvp = zm.mul(zm.mul(model, view), proj);
const ubo = UniformBufferObject{
.mat = zm.transpose(mvp),
};
encoder.writeBuffer(app.uniform_buffer, 0, &[_]UniformBufferObject{ubo});
}
{
// render scene to downscaled texture
const color_attachment = gpu.RenderPassColorAttachment{
.view = app.draw_texture_view,
.clear_value = std.mem.zeroes(gpu.Color),
.load_op = .clear,
.store_op = .store,
};
const render_pass_info = gpu.RenderPassDescriptor.init(.{
.color_attachments = &.{color_attachment},
.depth_stencil_attachment = &gpu.RenderPassDepthStencilAttachment{
.view = app.depth_texture_view,
.depth_load_op = .clear,
.depth_store_op = .store,
.depth_clear_value = 1.0,
},
});
const pass = encoder.beginRenderPass(&render_pass_info);
pass.setPipeline(app.pipeline);
pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
pass.setBindGroup(0, app.bind_group, &.{0});
pass.draw(vertices.len, 1, 0, 0);
pass.end();
pass.release();
}
{
// render scene normals to texture
const normal_color_attachment = gpu.RenderPassColorAttachment{
.view = app.normal_texture_view,
.clear_value = .{ .r = 0.5, .b = 0.5, .g = 0.5, .a = 1.0 },
.load_op = .clear,
.store_op = .store,
};
const normal_render_pass_info = gpu.RenderPassDescriptor.init(.{
.color_attachments = &.{normal_color_attachment},
});
const normal_pass = encoder.beginRenderPass(&normal_render_pass_info);
normal_pass.setPipeline(app.normal_pipeline);
normal_pass.setVertexBuffer(0, app.vertex_buffer, 0, @sizeOf(Vertex) * vertices.len);
normal_pass.setBindGroup(0, app.bind_group, &.{0});
normal_pass.draw(vertices.len, 1, 0, 0);
normal_pass.end();
normal_pass.release();
}
const back_buffer_view = core.swap_chain.?.getCurrentTextureView();
{
// render to swap_chain using previous passes
const post_color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = std.mem.zeroes(gpu.Color),
.load_op = .clear,
.store_op = .store,
};
const post_render_pass_info = gpu.RenderPassDescriptor.init(.{
.color_attachments = &.{post_color_attachment},
});
const draw_pass = encoder.beginRenderPass(&post_render_pass_info);
draw_pass.setPipeline(app.post_pipeline);
draw_pass.setVertexBuffer(0, app.post_vertex_buffer, 0, @sizeOf(Quad) * quad.len);
draw_pass.setBindGroup(0, app.post_bind_group, &.{0});
draw_pass.draw(quad.len, 1, 0, 0);
draw_pass.end();
draw_pass.release();
}
var command = encoder.finish(null);
encoder.release();
app.queue.submit(&.{command});
command.release();
core.swap_chain.?.present();
back_buffer_view.release();
}
fn cleanup(app: *App) void {
app.vertex_buffer.release();
app.uniform_buffer.release();
app.bind_group.release();
app.post_vertex_buffer.release();
app.post_uniform_buffer.release();
app.post_bind_group.release();
app.draw_texture_view.release();
app.depth_texture_view.release();
app.normal_texture_view.release();
}
fn create_render_textures(app: *App, core: *mach.Core) void {
const draw_texture_desc = gpu.Texture.Descriptor.init(.{
.size = .{ .width = core.getWindowSize().width / pixel_size, .height = core.getWindowSize().height / pixel_size },
.format = .bgra8_unorm,
.usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true },
});
const draw_texture = core.device.createTexture(&draw_texture_desc);
app.draw_texture_view = draw_texture.createView(null);
const depth_texture_desc = gpu.Texture.Descriptor.init(.{
.size = .{ .width = core.getWindowSize().width / pixel_size, .height = core.getWindowSize().height / pixel_size },
.format = .depth32_float,
.usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true },
});
const depth_texture = core.device.createTexture(&depth_texture_desc);
app.depth_texture_view = depth_texture.createView(null);
const normal_texture_desc = gpu.Texture.Descriptor.init(.{
.size = .{ .width = core.getWindowSize().width / pixel_size, .height = core.getWindowSize().height / pixel_size },
.format = .bgra8_unorm,
.usage = .{ .texture_binding = true, .copy_dst = true, .render_attachment = true },
});
const normal_texture = core.device.createTexture(&normal_texture_desc);
app.normal_texture_view = normal_texture.createView(null);
}
fn create_draw_pipeline(app: *App, core: *mach.Core) void {
const vs_module = core.device.createShaderModuleWGSL("vert.wgsl", @embedFile("vert.wgsl"));
const vertex_attributes = [_]gpu.VertexAttribute{
.{ .format = .float32x3, .offset = @offsetOf(Vertex, "pos"), .shader_location = 0 },
.{ .format = .float32x3, .offset = @offsetOf(Vertex, "normal"), .shader_location = 1 },
.{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 2 },
};
const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
.array_stride = @sizeOf(Vertex),
.step_mode = .vertex,
.attributes = &vertex_attributes,
});
const vertex = gpu.VertexState.init(.{
.module = vs_module,
.entry_point = "main",
.buffers = &.{vertex_buffer_layout},
});
const fs_module = core.device.createShaderModuleWGSL("frag.wgsl", @embedFile("frag.wgsl"));
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = gpu.FragmentState.init(.{
.module = fs_module,
.entry_point = "main",
.targets = &.{color_target},
});
const bgle = gpu.BindGroupLayout.Entry.buffer(0, .{ .vertex = true }, .uniform, true, 0);
const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{bgle},
}),
);
const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
const pipeline_layout = core.device.createPipelineLayout(
&gpu.PipelineLayout.Descriptor.init(.{
.bind_group_layouts = &bind_group_layouts,
}),
);
const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Vertex) * vertices.len,
.mapped_at_creation = true,
});
var vertex_mapped = vertex_buffer.getMappedRange(Vertex, 0, vertices.len);
std.mem.copy(Vertex, vertex_mapped.?, vertices[0..]);
vertex_buffer.unmap();
const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(UniformBufferObject),
.mapped_at_creation = false,
});
const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = bgl,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, uniform_buffer, 0, @sizeOf(UniformBufferObject)),
},
}),
);
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
.layout = pipeline_layout,
.vertex = vertex,
.primitive = .{
.cull_mode = .back,
},
.depth_stencil = &gpu.DepthStencilState{
.format = .depth32_float,
.depth_write_enabled = true,
.depth_compare = .less,
},
};
{
// "same" pipeline, different fragment shader to create a texture with normal information
const normal_fs_module = core.device.createShaderModuleWGSL("normal_frag.wgsl", @embedFile("normal_frag.wgsl"));
const normal_fragment = gpu.FragmentState.init(.{
.module = normal_fs_module,
.entry_point = "main",
.targets = &.{color_target},
});
const normal_pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &normal_fragment,
.layout = pipeline_layout,
.vertex = vertex,
.primitive = .{
.cull_mode = .back,
},
};
app.normal_pipeline = core.device.createRenderPipeline(&normal_pipeline_descriptor);
normal_fs_module.release();
}
app.pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.queue = core.device.getQueue();
app.vertex_buffer = vertex_buffer;
app.uniform_buffer = uniform_buffer;
app.bind_group = bind_group;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
}
fn create_post_pipeline(app: *App, core: *mach.Core) void {
const vs_module = core.device.createShaderModuleWGSL("pixel_vert.wgsl", @embedFile("pixel_vert.wgsl"));
const vertex_attributes = [_]gpu.VertexAttribute{
.{ .format = .float32x3, .offset = @offsetOf(Quad, "pos"), .shader_location = 0 },
.{ .format = .float32x2, .offset = @offsetOf(Quad, "uv"), .shader_location = 1 },
};
const vertex_buffer_layout = gpu.VertexBufferLayout.init(.{
.array_stride = @sizeOf(Quad),
.step_mode = .vertex,
.attributes = &vertex_attributes,
});
const vertex = gpu.VertexState.init(.{
.module = vs_module,
.entry_point = "main",
.buffers = &.{vertex_buffer_layout},
});
const fs_module = core.device.createShaderModuleWGSL("pixel_frag.wgsl", @embedFile("pixel_frag.wgsl"));
const blend = gpu.BlendState{};
const color_target = gpu.ColorTargetState{
.format = core.swap_chain_format,
.blend = &blend,
.write_mask = gpu.ColorWriteMaskFlags.all,
};
const fragment = gpu.FragmentState.init(.{
.module = fs_module,
.entry_point = "main",
.targets = &.{color_target},
});
const bgl = core.device.createBindGroupLayout(
&gpu.BindGroupLayout.Descriptor.init(.{
.entries = &.{
gpu.BindGroupLayout.Entry.texture(0, .{ .fragment = true }, .float, .dimension_2d, false),
gpu.BindGroupLayout.Entry.sampler(1, .{ .fragment = true }, .filtering),
gpu.BindGroupLayout.Entry.texture(2, .{ .fragment = true }, .depth, .dimension_2d, false),
gpu.BindGroupLayout.Entry.sampler(3, .{ .fragment = true }, .filtering),
gpu.BindGroupLayout.Entry.texture(4, .{ .fragment = true }, .float, .dimension_2d, false),
gpu.BindGroupLayout.Entry.sampler(5, .{ .fragment = true }, .filtering),
gpu.BindGroupLayout.Entry.buffer(6, .{ .fragment = true }, .uniform, true, 0),
},
}),
);
const bind_group_layouts = [_]*gpu.BindGroupLayout{bgl};
const pipeline_layout = core.device.createPipelineLayout(&gpu.PipelineLayout.Descriptor.init(.{
.bind_group_layouts = &bind_group_layouts,
}));
const vertex_buffer = core.device.createBuffer(&.{
.usage = .{ .vertex = true },
.size = @sizeOf(Quad) * quad.len,
.mapped_at_creation = true,
});
var vertex_mapped = vertex_buffer.getMappedRange(Quad, 0, quad.len);
std.mem.copy(Quad, vertex_mapped.?, quad[0..]);
vertex_buffer.unmap();
const draw_sampler = core.device.createSampler(null);
const depth_sampler = core.device.createSampler(null);
const normal_sampler = core.device.createSampler(null);
const uniform_buffer = core.device.createBuffer(&.{
.usage = .{ .copy_dst = true, .uniform = true },
.size = @sizeOf(PostUniformBufferObject),
.mapped_at_creation = false,
});
const bind_group = core.device.createBindGroup(
&gpu.BindGroup.Descriptor.init(.{
.layout = bgl,
.entries = &[_]gpu.BindGroup.Entry{
gpu.BindGroup.Entry.textureView(0, app.draw_texture_view),
gpu.BindGroup.Entry.sampler(1, draw_sampler),
gpu.BindGroup.Entry.textureView(2, app.depth_texture_view),
gpu.BindGroup.Entry.sampler(3, depth_sampler),
gpu.BindGroup.Entry.textureView(4, app.normal_texture_view),
gpu.BindGroup.Entry.sampler(5, normal_sampler),
gpu.BindGroup.Entry.buffer(6, uniform_buffer, 0, @sizeOf(PostUniformBufferObject)),
},
}),
);
const pipeline_descriptor = gpu.RenderPipeline.Descriptor{
.fragment = &fragment,
.layout = pipeline_layout,
.vertex = vertex,
.primitive = .{
.cull_mode = .back,
},
};
app.post_pipeline = core.device.createRenderPipeline(&pipeline_descriptor);
app.post_vertex_buffer = vertex_buffer;
app.post_uniform_buffer = uniform_buffer;
app.post_bind_group = bind_group;
vs_module.release();
fs_module.release();
pipeline_layout.release();
bgl.release();
}