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imGuIZMO.quat/examples/WGPU/lightCube_GLFW/main.cpp

761 lines
32 KiB
C++

//------------------------------------------------------------------------------
// Copyright (c) 2025 Michele Morrone
// All rights reserved.
//
// https://michelemorrone.eu - https://brutpitt.com
//
// X: https://x.com/BrutPitt - GitHub: https://github.com/BrutPitt
//
// direct mail: brutpitt(at)gmail.com - me(at)michelemorrone.eu
//
// This software is distributed under the terms of the BSD 2-Clause license
//------------------------------------------------------------------------------
#include <cstdio>
#include <cassert>
#include <cfloat>
/////////////////////////////////////////////////////////////////////////////
// imGuIZMO: include imGuIZMOquat.h or imguizmo_quat.h
#include <imguizmo_quat.h> // now also imguizmo_quat.h from v3.1
#include "imgui/backends/imgui_impl_glfw.h"
#include "imgui/backends/imgui_impl_wgpu.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h>
#include <GLFW/emscripten_glfw3.h>
#include <webgpu/webgpu_cpp.h>
#else
#include <webgpu/webgpu_glfw.h>
#include <GLFW/glfw3.h>
#endif
#define _STRING(x) #x
#define STRING(x) _STRING(x)
// WGSL shader
const char *shader = {
#include "shaders/cube_light.wgsl"
};
// cube data
#include "assets/cubePNC.h"
void renderWidgets(vg::vGizmo3D &track, vec3& vLight, int width, int height);
/////////////////////////////////////////////
// App Data
/// imGuIZMO / vGizmo3D : declare global/static/member/..
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vg::vGizmo3D vgizmo; // using vGizmo3D global/static/member instead of specifics variables...
// have rotations & Pan/Dolly position variables inside to use with imGuIZMO.quat
// And it's necessary if you want use also direct-screen manipulator
struct uboData {
mat4 projMatrix;
mat4 viewMatrix;
mat4 modelMatrix;
mat4 compMatrix;
mat4 lightMatrix;
alignas(sizeof(vec4)) vec3 lightPos;
alignas(sizeof(vec4)) vec3 PoV;
} uboMat;
// I maintain this "old" matrices (from easy_examples) to better show the transformations steps and UBO assignments
mat4 mvpMatrix, viewMatrix, projMatrix;
mat4 lightObj, lightMatrix, cubeObj;
mat4 compensateView; // compensate rotation of viewMatrix lookAt Matrix
vec3 lightPos(2, 2.5, 3); // Light Position
// Initial App state
static const uint32_t initialWindowWidth {1280};
static const uint32_t initialWindowHeight {800};
static const char *appTitle {"wgpu - Mandelbrot - GLFW example"};
// Global WebGPU required
wgpu::Instance instance;
wgpu::Device device;
wgpu::Surface surface;
wgpu::TextureFormat preferredFormat { wgpu::TextureFormat::Undefined }; // current undefined, but set from SurfaceCapabilities
wgpu::SurfaceConfiguration surfaceConfig;
// Pipeline related objs
wgpu::RenderPipeline pipeline;
wgpu::Buffer ubo;
wgpu::BindGroupLayout bindGroupLayout;
wgpu::Buffer vertexBuffer;
wgpu::Texture depthTexture;
wgpu::TextureView depthTextureView;
const wgpu::TextureFormat depthTextureFormat = wgpu::TextureFormat::Depth32Float;
// GLFW main framework window
GLFWwindow* fwWindow;
// helper func: vec3 <===> quat (vec3 is center axes based)
vec3 getLightPosFromQuat(quat &q, float centerDistance) { return (q * vec3(-1.0f, 0.0f, 0.0f)) * centerDistance ;}
quat getQuatRotFromVec3(vec3 &lPos) {
return normalize(angleAxis(acosf(-lPos.x/length(lPos)), normalize(vec3(FLT_EPSILON, lPos.z, -lPos.y))));
}
void setPerspective(int width, int height)
{
float aspectRatio = float(height) / float(width); // Set "camera" position and perspective
float fov = radians( 45.0f ) * aspectRatio;
projMatrix = perspective( fov, 1.f/aspectRatio, 0.1f, 100.0f );
}
void setScene()
{
viewMatrix = lookAt( { 12.0f, 6.0f, 4.0f }, // From / EyePos / PoV
{ 0.0f, 0.0f, 0.0f }, // To / Tgt
{ 3.0f, 1.0f, .0f } ); // Up
// Now scale cube to better view light position
cubeObj = mat4(1); // nothing to do ... scale( vec3(.5));
/// imGuIZMO / vGizmo3D
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//vgizmo.setRotation(quat(1,0,0,0)); // vGizmo3D with NO initial rotation (default initialization)
//vgizmo.setRotation(eulerAngleXYZ(vec3(radians(45),
// radians( 0),
// radians( 0)))); // vGizmo3D with rotation of 45 degrees on X axis
vgizmo.setRotation(viewMatrix); // vGizmo3D with ViewMatrix (lookAt) rotation
// for Pan & Dolly always bounded on screen coords (x = left/right, y = up/douw, z = in/out) we remove viewMatrix rotation
// otherwise Pan & Dolly have as reference the Cartesian axes
compensateView = inverse(mat4_cast(quat(viewMatrix)));
// light model
// acquiring rotation for the light pos
const float len = length(lightPos);
//if(len<1.0 && len>= FLT_EPSILON) { normalize(lightPos); len = 1.0; } // controls are not necessary: lightPos is known
//else if(len > FLT_EPSILON)
quat q = angleAxis(acosf(-lightPos.x/len), normalize(vec3(FLT_EPSILON, lightPos.z, -lightPos.y)));
vgizmo.setSecondRot(q); // store secondary rotation for the Light
lightObj = translate(mat4(1), lightPos);
lightObj = scale(lightObj, vec3(.1)); // using same cube vertex but with 10% size
lightObj = inverse(static_cast<mat4>(vgizmo.getSecondRot())) * lightObj ;
setPerspective(initialWindowWidth, initialWindowHeight);
}
/// vGizmo3D initialize: <br>
/// set/associate mouse BUTTON IDs and KEY modifier IDs to vGizmo3D functionalities <br><br>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void initVGizmo3D() // Settings to control vGizmo3D
{
// Initialization is necessary to associate your preferences to vGizmo3D
// These are also the DEFAULT values, so if you want to maintain these combinations you can omit they
// and to override only the associations that you want modify
vgizmo.setGizmoRotControl (vg::evButton1 /* or vg::evLeftButton */, 0 /* vg::evNoModifier */ );
// Rotations around specific axis: mouse button and key modifier
vgizmo.setGizmoRotXControl (vg::evButton1 /* or vg::evLeftButton */, vg::evShiftModifier);
vgizmo.setGizmoRotYControl (vg::evButton1 /* or vg::evLeftButton */, vg::evControlModifier);
vgizmo.setGizmoRotZControl (vg::evButton1 /* or vg::evLeftButton */, vg::evAltModifier | vg::evSuperModifier);
// Set vGizmo3D control for secondary rotation
vgizmo.setGizmoSecondRotControl(vg::evButton2 /* or vg::evRightButton */, 0 /* vg::evNoModifier */ );
// Pan and Dolly/Zoom: mouse button and key modifier
vgizmo.setDollyControl (vg::evButton2 /* or vg::evRightButton */, vg::evControlModifier);
vgizmo.setPanControl (vg::evButton2 /* or vg::evRightButton */, vg::evShiftModifier);
// N.B. vg::enums are ONLY mnemonic: select and pass specific vg::enum to framework (that can have also different IDs)
// passing the screen sizes calibrate drag rotation and auto-set the mouse sensitivity
vgizmo.viewportSize(initialWindowWidth, initialWindowWidth); // is necessary also to call when resize window/surface: re-calibrate drag rotation & auto-set mouse sensitivity
// vgizmo.setGizmoFeeling(1.0); // but if you need to more feeling with the mouse use: 1.0 default, > 1.0 more sensible, < 1.0 less sensible
// setIdleRotSpeed(1.0) // If used Idle() feature (continue rotation on Idle) it set that speed: more speed > 1.0 , less < 1.0
// other settings if you need it
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// vgizmo.setDollyScale(1.0f); // > 1.0 more sensible, < 1.0 less sensible
// vgizmo.setDollyPosition(/* your pos */); // input: float/double or vec3... in vec3 only Z is acquired
// vgizmo.setPanScale(1.0f); // > 1.0 more sensible, < 1.0 less sensible
// vgizmo.setPanyPosition(/* your pos */); // vec3 ==> only X and Y are acquired
// vgizmo.setPosition(/* your pos */); // input vec3 is equivalent to call: vgizmo.setDollyPosition(/* your pos */); and vgizmo.setPanyPosition(/* your pos */);
// vgizmo.setRotationCenter(/* vec3 */); // new rotation center
//
// Watch vGizmo.h for more functionalities
}
// WGPU VL callbacks
#if !defined(__EMSCRIPTEN__)
static void wgpu_device_lost_callback(const wgpu::Device&, wgpu::DeviceLostReason reason, wgpu::StringView message)
{
const char* reasonName = "";
switch (reason) {
case wgpu::DeviceLostReason::Unknown: reasonName = "Unknown"; break;
case wgpu::DeviceLostReason::Destroyed: reasonName = "Destroyed"; break;
case wgpu::DeviceLostReason::CallbackCancelled: reasonName = "InstanceDropped"; break;
case wgpu::DeviceLostReason::FailedCreation: reasonName = "FailedCreation"; break;
default: reasonName = "UNREACHABLE"; break;
}
printf("%s device message: %s\n", reasonName, message.data);
}
static void wgpu_error_callback(const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView message)
{
const char* errorTypeName = "";
switch (type) {
case wgpu::ErrorType::Validation: errorTypeName = "Validation"; break;
case wgpu::ErrorType::OutOfMemory: errorTypeName = "Out of memory"; break;
case wgpu::ErrorType::Unknown: errorTypeName = "Unknown"; break;
case wgpu::ErrorType::Internal: errorTypeName = "Internal"; break;
default: errorTypeName = "UNREACHABLE"; break;
}
printf("%s error: %s\n", errorTypeName, message.data);
}
void initWGPU()
{
wgpu::InstanceDescriptor instanceDescriptor;
instanceDescriptor.capabilities.timedWaitAnyEnable = true;
instance = wgpu::CreateInstance(&instanceDescriptor);
static wgpu::Adapter localAdapter;
wgpu::RequestAdapterOptions adapterOptions;
// uncomment to force backend Vulkan (e.g. instead of Metal on MacOS)
//adapterOptions.backendType = wgpu::BackendType::Vulkan;
#if defined(_WIN32) || defined(WIN32)
// Windows users: uncomment to force DirectX backend instead of Vulkan
// adapterOptions.backendType = wgpu::BackendType::D3D12; // to use D3D12 backend in W10/W11
// adapterOptions.backendType = wgpu::BackendType::D3D11; // to use D3D11 backend in W10/W11
#endif
auto onRequestAdapter = [](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message) {
if (status != wgpu::RequestAdapterStatus::Success) {
printf("Failed to get an adapter: %s\n", message.data);
return;
}
localAdapter = std::move(adapter);
};
// Synchronously (wait until) acquire Adapter
auto waitedAdapterFunc { instance.RequestAdapter(&adapterOptions, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
auto waitStatus = instance.WaitAny(waitedAdapterFunc, UINT64_MAX);
assert(localAdapter != nullptr && waitStatus == wgpu::WaitStatus::Success && "Error on Adapter request");
#ifndef NDEBUG
wgpu::AdapterInfo info;
localAdapter.GetInfo(&info);
printf("Using adapter: \" %s \"\n", info.device.data);
#endif
// Set device callback functions
wgpu::DeviceDescriptor deviceDesc;
deviceDesc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous, wgpu_device_lost_callback);
deviceDesc.SetUncapturedErrorCallback(wgpu_error_callback);
// get device Synchronously
device = localAdapter.CreateDevice(&deviceDesc);
assert(device != nullptr && "Error creating the Device");
surface = wgpu::glfw::CreateSurfaceForWindow(instance, fwWindow);
assert(surface != nullptr && "Error creating the Surface");
// Configure the surface.
wgpu::SurfaceCapabilities capabilities;
surface.GetCapabilities(localAdapter, &capabilities);
preferredFormat = capabilities.formats[0];
surfaceConfig.device = device;
surfaceConfig.format = preferredFormat;
surfaceConfig.usage = wgpu::TextureUsage::RenderAttachment;
surfaceConfig.width = initialWindowWidth;
surfaceConfig.height = initialWindowHeight;
surfaceConfig.alphaMode = wgpu::CompositeAlphaMode::Auto;
surfaceConfig.presentMode = wgpu::PresentMode::Fifo;
surface.Configure(&surfaceConfig);
}
#else
// Adapter and device initialization via JS
EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
{
if (!navigator.gpu) throw Error("WebGPU not supported.");
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
Module.preinitializedWebGPUDevice = device;
} );
void initWGPU()
{
getAdapterAndDeviceViaJS();
instance = wgpu::CreateInstance(nullptr);
device = wgpu::Device(emscripten_webgpu_get_device());
assert(device != nullptr && "Error creating the Device");
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc;
html_surface_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc;
surface_desc.nextInChain = &html_surface_desc;
surface = instance.CreateSurface(&surface_desc);
preferredFormat = surface.GetPreferredFormat({} /* adapter */);
surfaceConfig.device = device;
surfaceConfig.format = preferredFormat;
//emscripten_glfw_make_canvas_resizable(fwWindow, "window", nullptr);
}
#endif
// Initialize render pipeline
void initRenderPipeline()
{
#if defined(__EMSCRIPTEN__)
wgpu::ShaderModuleWGSLDescriptor wgslDesc;
wgslDesc.code = shader;
// format offset location
std::array attributes { wgpu::VertexAttribute { wgpu::VertexFormat::Float32x4, 0 , 0 },
wgpu::VertexAttribute { wgpu::VertexFormat::Float32x4, sizeof(vec4) , 1 },
wgpu::VertexAttribute { wgpu::VertexFormat::Float32x4, sizeof(vec4)*2, 2 } };
#else
wgpu::ShaderSourceWGSL wgslDesc;
wgslDesc.code = { shader, WGPU_STRLEN };
// chain format offset location
std::array attributes { wgpu::VertexAttribute { nullptr, wgpu::VertexFormat::Float32x4, 0 , 0 },
wgpu::VertexAttribute { nullptr, wgpu::VertexFormat::Float32x4, sizeof(vec4) , 1 },
wgpu::VertexAttribute { nullptr, wgpu::VertexFormat::Float32x4, sizeof(vec4)*2, 2 } };
#endif
// Create buffers
// Cube VertexBuffer
wgpu::BufferDescriptor descriptor;
descriptor.size = sizeof(cubePNC);
descriptor.usage = wgpu::BufferUsage::Vertex | wgpu::BufferUsage::CopyDst;
vertexBuffer = device.CreateBuffer(&descriptor);
device.GetQueue().WriteBuffer(vertexBuffer, 0, cubePNC, sizeof(cubePNC));
wgpu::VertexBufferLayout vertexBufferLayout;
vertexBufferLayout.arrayStride = sizeof( vertexPNC );
vertexBufferLayout.stepMode = wgpu::VertexStepMode::Vertex;
vertexBufferLayout.attributeCount = std::size( attributes );
vertexBufferLayout.attributes = attributes.data();
// Uniform Buffer
wgpu::BufferDescriptor bufferDesc;
bufferDesc.size = sizeof(uboData);
bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
ubo = device.CreateBuffer(&bufferDesc);
// Depth/Stencil state.
wgpu::DepthStencilState depthStencilState;
depthStencilState.format = depthTextureFormat;
depthStencilState.depthWriteEnabled = true;
depthStencilState.depthCompare = wgpu::CompareFunction::Less;
// Shader module
wgpu::ShaderModuleDescriptor shaderDescriptor;
shaderDescriptor.nextInChain = &wgslDesc;
wgpu::ShaderModule module = device.CreateShaderModule(&shaderDescriptor);
// struct BlendComponent already with default set: src=One, dst=Zero, op=Add
wgpu::BlendState blend;
// color target attribs
wgpu::ColorTargetState colorTarget;
colorTarget.format = wgpu::TextureFormat(preferredFormat);
colorTarget.blend = &blend;
colorTarget.writeMask = wgpu::ColorWriteMask::All;
// Fragment Shader
wgpu::FragmentState fragment;
fragment.module = module;
fragment.targetCount = 1;
fragment.targets = &colorTarget;
// @group(0) @binding(0) var<uniform> shaderData
wgpu::BindGroupLayoutEntry bindGroupLayoutEntry;
bindGroupLayoutEntry.binding = 0;
bindGroupLayoutEntry.visibility = wgpu::ShaderStage::Vertex | wgpu::ShaderStage::Fragment;
bindGroupLayoutEntry.buffer.type = wgpu::BufferBindingType::Uniform;
bindGroupLayoutEntry.buffer.minBindingSize = sizeof(uboData);
// BindGroupLayout
wgpu::BindGroupLayoutDescriptor bindGroupLayoutDesc;
bindGroupLayoutDesc.entryCount = 1;
bindGroupLayoutDesc.entries = &bindGroupLayoutEntry;
bindGroupLayout = device.CreateBindGroupLayout(&bindGroupLayoutDesc);
// pipelineLayout
wgpu::PipelineLayoutDescriptor layoutDesc;
layoutDesc.bindGroupLayoutCount = 1;
layoutDesc.bindGroupLayouts = &bindGroupLayout;
// Render pipeline descriptor
wgpu::RenderPipelineDescriptor pipelineDesc;
pipelineDesc.layout = device.CreatePipelineLayout(&layoutDesc); // wgpu::pipelineLayout
pipelineDesc.vertex.module = module;
pipelineDesc.vertex.bufferCount = 1;
pipelineDesc.vertex.buffers = &vertexBufferLayout;
pipelineDesc.fragment = &fragment; // wgpu::FragmentState
pipelineDesc.depthStencil = &depthStencilState;
// Set primitive state
pipelineDesc.primitive.topology = wgpu::PrimitiveTopology::TriangleList;
pipelineDesc.primitive.stripIndexFormat = wgpu::IndexFormat::Undefined;
pipelineDesc.primitive.frontFace = wgpu::FrontFace::CCW;
pipelineDesc.primitive.cullMode = wgpu::CullMode::None;
// Create Render Pipeline
pipeline = device.CreateRenderPipeline(&pipelineDesc);
}
void resizeSurface(const uint32_t width, const uint32_t height)
{
wgpu::TextureDescriptor depthTextureDesc;
depthTextureDesc.usage = wgpu::TextureUsage::RenderAttachment;
depthTextureDesc.format = wgpu::TextureFormat::Depth32Float;
depthTextureDesc.viewFormatCount = 1;
depthTextureDesc.viewFormats = &depthTextureFormat;
depthTextureDesc.size.width = width;
depthTextureDesc.size.height = height;
// depthTexture: overload operator "=" (assignment) Release left operand (previous object), before to assign
depthTexture = device.CreateTexture(&depthTextureDesc);
wgpu::TextureViewDescriptor depthTextureViewDesc;
depthTextureViewDesc.format = depthTextureFormat;
depthTextureViewDesc.dimension = wgpu::TextureViewDimension::e2D;
depthTextureViewDesc.mipLevelCount = 1;
depthTextureViewDesc.arrayLayerCount = 1;
depthTextureViewDesc.aspect = wgpu::TextureAspect::DepthOnly;
depthTextureDesc.usage = wgpu::TextureUsage::RenderAttachment;
// depthTextureView: overload operator "=" (assignment) Release left operand (previous object), before to assign
depthTextureView = depthTexture.CreateView( &depthTextureViewDesc );
surfaceConfig.width = width;
surfaceConfig.height = height;
ImGui_ImplWGPU_InvalidateDeviceObjects();
surface.Configure(&surfaceConfig);
ImGui_ImplWGPU_CreateDeviceObjects();
}
/// vGizmo3D: Check key modifier currently pressed (GLFW version)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
int getModifier(GLFWwindow* window) {
if((glfwGetKey(window,GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window,GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS))
return vg::evControlModifier;
else if((glfwGetKey(window,GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window,GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS))
return vg::evShiftModifier;
else if((glfwGetKey(window,GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window,GLFW_KEY_RIGHT_ALT) == GLFW_PRESS))
return vg::evAltModifier;
else if((glfwGetKey(window,GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window,GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS))
return vg::evSuperModifier;
else return vg::evNoModifier;
}
void glfwScrollCallback(GLFWwindow* window, double x, double y)
{
vgizmo.wheel(x, y);
}
void mouseMovement()
{
// vGizmo3D: check changing button state to activate/deactivate drag movements (pressing together left/right activate/deactivate both)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if(!ImGui::GetIO().WantCaptureMouse) {
static int leftPress = 0, rightPress = 0, middlePress = 0;
double x, y;
glfwGetCursorPos(fwWindow, &x, &y);
if(glfwGetMouseButton(fwWindow, GLFW_MOUSE_BUTTON_LEFT) != leftPress) { // check if leftButton state is changed
leftPress = leftPress == GLFW_PRESS ? GLFW_RELEASE : GLFW_PRESS; // set new (different!) state
vgizmo.mouse(vg::evLeftButton, getModifier(fwWindow), // send communication to vGizmo3D...
leftPress, x, y); // ... checking if a key modifier currently is pressed
}
if(glfwGetMouseButton(fwWindow, GLFW_MOUSE_BUTTON_RIGHT) != rightPress) { // same thing for rightButton
rightPress = rightPress == GLFW_PRESS ? GLFW_RELEASE : GLFW_PRESS;
vgizmo.mouse(vg::evRightButton, getModifier(fwWindow),
rightPress, x, y);
}
// Just a trik: simulating a double press (left+right button together) using MIDDLE button,
// sending two "consecutive" activation/deactivation calls to rotate cube and light spot together
if(glfwGetMouseButton(fwWindow, GLFW_MOUSE_BUTTON_MIDDLE) != middlePress) { // check if middleButton state is changed
middlePress = middlePress == GLFW_PRESS ? GLFW_RELEASE : GLFW_PRESS; // set new (different!) middle button state
vgizmo.mouse(vg::evLeftButton, getModifier(fwWindow), middlePress, x, y); // call Left activation/deactivation with same "middleStatus"
vgizmo.mouse(vg::evRightButton, getModifier(fwWindow), middlePress, x, y); // call Right activation/deactivation with same "middleStatus"
}
// vGizmo3D: if "drag" active update internal rotations (primary and secondary)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vgizmo.motion(x,y);
}
// vGizmo3D: call it every rendering loop if you want a continue rotation until you do not click on screen
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vgizmo.idle(); // set continuous rotation on Idle: the slow rotation depends on speed of last mouse movement
// It can be adjusted from setIdleRotSpeed(1.0) > more speed, < less
// It can be stopped by click on screen (without mouse movement)
vgizmo.idleSecond();
}
void updateMatrices()
{
// transferring the rotation to cube model matrix...
mat4 modelMatrix = cubeObj * mat4_cast(vgizmo.getRotation());
// Build a "translation" matrix
mat4 translationMatrix = translate(mat4(1), vgizmo.getPosition()); // add translations (pan/dolly) to an identity matrix
// old transformations used in "easy_examples": I comment and leave them to make less difficult the reading of the next steps
//uboMat.mvpMatrix = projMatrix * viewMatrix * compensateView * translationMatrix * modelMatrix ;
//uboMat.lightMatrix = projMatrix * viewMatrix * compensateView * translationMatrix * (static_cast<mat4>(vgTrackball.getSecondRot())) * lightObj;
// Decomposition of the various transformations to use (in different way) with normal, vtx position and light
uboMat.projMatrix = projMatrix ;
uboMat.viewMatrix = viewMatrix ;
uboMat.compMatrix = compensateView;
uboMat.modelMatrix = translationMatrix * modelMatrix;
uboMat.lightMatrix = translationMatrix * static_cast<mat4>(vgizmo.getSecondRot()) * lightObj;
// get PointOfView (camera position) from viewMatrix...
uboMat.PoV = viewMatrix[3]; // in this example PoV does not change, so it would be useless to update it anytime...
// some way to get light position:
uboMat.lightPos = uboMat.lightMatrix * vec4(1); // from LightMatrix
// another way to get lightPos:
// light has orbit invariant around cube, of ray always length(lightPos), so...
// uboFrag.lightPos = getLightPosFromQuat(vgTrackball.refSecondRot(),length(lightPos)) + vgTrackball.getPosition();
device.GetQueue().WriteBuffer( ubo, 0, &uboMat, sizeof( uboData ) );
}
void renderImGui()
{
// Start the Dear ImGui frame
ImGui_ImplWGPU_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// using vec3 (lightPos) is necessary sync with vGizmo3D : in next example (08) this will no longer be necessary
lightPos = getLightPosFromQuat(vgizmo.refSecondRot() ,length(lightPos)); //to syncronize trackball & lightPos passed to the Widgets call
// Render ALL ImGuIZMO_quat widgets
renderWidgets(vgizmo, lightPos, surfaceConfig.width, surfaceConfig.height); // in next example (08) we will use directly quaternions
// using vec3 (lightPos) is necessary re-sync with vGizmo3D: in next example (08) this will no longer be necessary
vgizmo.setSecondRot(getQuatRotFromVec3(lightPos)); //to re-syncronize trackball & lightPos passed to the Widgets call
// Rendering
ImGui::Render();
}
WGPUTexture checkSurfaceTextureStatus()
{
WGPUSurfaceTexture surfaceTexture;
wgpuSurfaceGetCurrentTexture(surface.Get(), &surfaceTexture);
switch ( surfaceTexture.status ) {
#if defined(__EMSCRIPTEN__)
case WGPUSurfaceGetCurrentTextureStatus_Success:
break;
#else
case WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal:
break;
case WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal:
#endif
case WGPUSurfaceGetCurrentTextureStatus_Timeout:
case WGPUSurfaceGetCurrentTextureStatus_Outdated:
case WGPUSurfaceGetCurrentTextureStatus_Lost:
// if the status is NOT Optimal let's try to reconfigure the surface
{
#ifndef NDEBUG
printf("Bad surface texture status: %d\n", surfaceTexture.status);
#endif
if (surfaceTexture.texture)
wgpuTextureRelease(surfaceTexture.texture);
int width, height;
glfwGetFramebufferSize(fwWindow, &width, &height);
if ( width > 0 && height > 0 )
{
surfaceConfig.width = width;
surfaceConfig.height = height;
surface.Configure(&surfaceConfig);
}
return nullptr;
}
default: // should never be reached
assert(!"Unexpected Surface Texture status error\n");
return nullptr;
}
return surfaceTexture.texture;
}
void mainLoop()
{
mouseMovement();
updateMatrices();
// React to changes in screen size
int width, height;
glfwGetFramebufferSize((GLFWwindow*)fwWindow, &width, &height);
if (width != surfaceConfig.width || height != surfaceConfig.height)
{
resizeSurface(width, height);
// vGizmo3D: is necessary to call when resize window/surface: re-calibrate drag rotation & auto-set mouse sensitivity
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vgizmo.viewportSize(width, height);
setPerspective(width, height); // recalibrate perspective aspect ratio
}
wgpu::Texture texture = checkSurfaceTextureStatus();
if(!texture) return;
renderImGui();
wgpu::TextureViewDescriptor viewDescriptor;
viewDescriptor.format = preferredFormat;
viewDescriptor.dimension = wgpu::TextureViewDimension::e2D;
wgpu::RenderPassColorAttachment colorAttach;
colorAttach.loadOp = wgpu::LoadOp::Clear;
colorAttach.storeOp = wgpu::StoreOp::Store;
colorAttach.clearValue = {}; //wgpu::Color
colorAttach.view = texture.CreateView(&viewDescriptor);
wgpu::RenderPassDepthStencilAttachment depthAttach;
depthAttach.view = depthTextureView;
depthAttach.depthLoadOp = wgpu::LoadOp::Clear;
depthAttach.depthStoreOp = wgpu::StoreOp::Store;
depthAttach.depthClearValue = 1.0f;
depthAttach.depthReadOnly = false;
wgpu::RenderPassDescriptor renderPassDesc;
renderPassDesc.colorAttachmentCount = 1;
renderPassDesc.colorAttachments = &colorAttach;
renderPassDesc.depthStencilAttachment = &depthAttach;
wgpu::CommandEncoderDescriptor enc_desc;
wgpu::CommandEncoder encoder = device.CreateCommandEncoder(&enc_desc);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPassDesc);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer, 0, sizeof(cubePNC));
// Bind the uniform buffer.
wgpu::BindGroupEntry bindingEntry;
bindingEntry.binding = 0;
bindingEntry.buffer = ubo;
bindingEntry.offset = 0;
bindingEntry.size = sizeof( uboData );
wgpu::BindGroupDescriptor bindGroupDescriptor;
bindGroupDescriptor.layout = bindGroupLayout;
bindGroupDescriptor.entryCount = 1;
bindGroupDescriptor.entries = &bindingEntry;
wgpu::BindGroup bindGroup = device.CreateBindGroup(&bindGroupDescriptor );
pass.SetBindGroup(0, bindGroup, 0, nullptr );
pass.Draw(12 * 3, 2, 0, 0);
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass.Get()); // add Imgui RenderPass data
pass.End();
wgpu::CommandBufferDescriptor cmd_buffer_desc;
wgpu::CommandBuffer cmd_buffer = encoder.Finish(&cmd_buffer_desc);
device.GetQueue().Submit(1, &cmd_buffer);
#if !defined(__EMSCRIPTEN__)
surface.Present();
// Tick needs to be called in Dawn to display validation errors
device.Tick();
#endif
}
void initImGui()
{
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(fwWindow, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(fwWindow, "#canvas");
#endif
ImGui_ImplWGPU_InitInfo init_info;
init_info.Device = device.Get();
init_info.NumFramesInFlight = 3;
init_info.RenderTargetFormat = (WGPUTextureFormat) preferredFormat;
init_info.DepthStencilFormat = (WGPUTextureFormat) depthTextureFormat;;
ImGui_ImplWGPU_Init(&init_info);
#ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = nullptr;
#endif
}
// Main code
int main(int, char**)
{
glfwSetErrorCallback([](int code, const char* message) { printf("GLFW Error %d: %s\n", code, message); });
if (!glfwInit()) return -1;
// Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
fwWindow = glfwCreateWindow(initialWindowWidth, initialWindowHeight, appTitle, nullptr, nullptr);
if (fwWindow == nullptr) return -2;
glfwSetScrollCallback(fwWindow, glfwScrollCallback);
initWGPU();
glfwShowWindow(fwWindow);
// Initialize App Render Data
initVGizmo3D();
setScene();
initRenderPipeline();
initImGui();
resizeSurface(initialWindowWidth, initialWindowHeight);
#ifdef __EMSCRIPTEN__
// Main loop
emscripten_set_main_loop([] { glfwPollEvents(); mainLoop(); }, 0, false);
#else
// Main loop
while (!glfwWindowShouldClose(fwWindow)) {
glfwPollEvents(); // Poll and handle events (inputs, window resize, etc.)
mainLoop();
}
// Cleanup
ImGui_ImplWGPU_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
#endif
// All class destructors release the own object
glfwDestroyWindow(fwWindow);
glfwTerminate();
return 0;
}