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227 lines (196 loc) · 6.18 KB
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let render;
// projection, viewing, and model matrices
var P = glMatrix.mat4.create();
var V = glMatrix.mat4.create();
var M = glMatrix.mat4.create();
let angle = 0.0; // rotation angle
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
async function main()
{
// get webgpu adapter and device
const adaptor = await navigator.gpu?.requestAdapter();
const device = await adaptor?.requestDevice();
if (!device) {
fail('your browser does not support WebGPU');
return;
}
// create a webgpu context with the canvas
const canvas = document.getElementById("webgpu-canvas");
const context = canvas.getContext("webgpu");
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({device, format});
// vertex and fragment shaders (in one single module)
const module = device.createShaderModule({
label: 'moving the square',
code: `
struct Uniforms{
P: mat4x4<f32>, // projection matrix
V: mat4x4<f32>, // viewing matrix
M: mat4x4<f32>, // model matrix
};
@group(0) @binding(0) var<uniform> uniforms : Uniforms;
struct VSIn {
@location(0) pos : vec3f,
@location(1) color : vec4f,
};
struct VSOut {
@builtin(position) pos : vec4f,
@location(0) color : vec4f,
};
@vertex fn vs(in : VSIn) -> VSOut
{
var out : VSOut;
out.pos = uniforms.P * uniforms.V * uniforms.M * vec4f(in.pos, 1.0);
out.color = in.color;
return out;
}
@fragment fn fs(vsOut : VSOut) -> @location(0) vec4f
{
return vsOut.color;
}
`,
});
// the rendering pipeline
const pipeline = device.createRenderPipeline({
label: 'vertex buffer triangle pipeline',
layout: 'auto',
vertex: {
entryPoint: 'vs',
module: module,
buffers: [
{
arrayStride: 6 * 4, // 5 floating-point numbers with 4 bytes each
attributes: [
{
shaderLocation: 0,
offset: 0,
format: 'float32x3',
},
{
shaderLocation: 1,
offset: 3 * 4, // the offset is two floating-point numbers
format: 'float32x3',
}
]
},
],
},
fragment: {
entryPoint: 'fs',
module: module,
targets: [{ format: format }],
},
depthStencil: { // enable depth testing
format: 'depth24plus',
depthWriteEnabled: true,
depthCompare: 'less',
},
});
// vertex position and color for a 3D box
const vertexData = new Float32Array([
-1.0, -1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 0.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 0.0, 1.0, 1.0,
]);
// indices for the cube
const indexData = new Uint32Array([
// front face
0, 1, 2, 2, 1, 3,
// back face
4, 6, 5, 5, 6, 7,
// left face
0, 2, 4, 4, 2, 6,
// right face
1, 5, 3, 3, 5, 7,
// top face
2, 3, 6, 6, 3, 7,
// bottom face
0, 4, 1, 1, 4, 5,
]);
// vertex buffer for both positions and colors
const vertexBuffer = device.createBuffer({
label: 'cube with colors',
size: vertexData.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(vertexBuffer, 0, vertexData);
// index buffer for the cube
const indexBuffer = device.createBuffer({
label: 'cube with colors',
size: indexData.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(indexBuffer, 0, indexData);
// uniform buffers for the matrices
const uniformBuffer = device.createBuffer({
size: 3 * 16 * 4, // model, view, and projection matrices
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
// bind groups for the matrices
const bindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [{ binding: 0, resource: { buffer: uniformBuffer } }],
});
// the depth texture
const depthTexture = device.createTexture({
size: [canvas.width, canvas.height],
format: 'depth24plus',
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
render = () => {
const textureView = context.getCurrentTexture().createView();
const depthTextureView = depthTexture.createView();
const renderPassDescriptor = {
colorAttachments: [{
view: textureView,
clearValue: [1.0, 1.0, 1.0, 1.0],
storeOp: 'store',
loadOp: 'clear',
}],
depthStencilAttachment: { // add the depth stencil attachment to enable the depth test
view: depthTextureView,
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
},
};
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.setIndexBuffer(indexBuffer, 'uint32');
passEncoder.setBindGroup(0, bindGroup);
// projection
glMatrix.mat4.identity(P);
glMatrix.mat4.perspective(P, degToRad(45), 1.0, 0.1, 100);
// glMatrix.mat4.perspective(P, 45, 1.0, 0.1, 100); // set up the projection matrix
device.queue.writeBuffer(uniformBuffer, 0, P);
// viewing
glMatrix.mat4.identity(V);
glMatrix.mat4.lookAt(V, [0,0,5], [0,0,0], [0,1,0]); // set up the view matrix, multiply into the modelview matrix
device.queue.writeBuffer(uniformBuffer, 16*4, V);
// model
glMatrix.mat4.identity(M);
glMatrix.mat4.rotateY(M, M, degToRad(angle)); // rotate the cube around the Y axis
device.queue.writeBuffer(uniformBuffer, 32*4, M);
passEncoder.drawIndexed(indexData.length);
passEncoder.end();
// fire up the GPU to render the load value to the output texture
device.queue.submit([commandEncoder.finish()]);
};
function animate() {
console.log(angle);
angle += 1.0;
render();
requestAnimationFrame(animate);
}
animate();
}
main();