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main.ts
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218 lines (186 loc) · 5.47 KB
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import { mat4, Mat4 } from 'wgpu-matrix';
import {
cubeVertexArray,
cubeVertexSize,
cubeUVOffset,
cubePositionOffset,
cubeVertexCount,
} from '../../meshes/cube';
import instancedVertWGSL from './instanced.vert.wgsl';
import vertexPositionColorWGSL from '../../shaders/vertexPositionColor.frag.wgsl';
import { quitIfWebGPUNotAvailableOrMissingFeatures } from '../util';
const canvas = document.querySelector('canvas') as HTMLCanvasElement;
const adapter = await navigator.gpu?.requestAdapter({
featureLevel: 'compatibility',
});
const device = await adapter?.requestDevice();
quitIfWebGPUNotAvailableOrMissingFeatures(adapter, device);
const context = canvas.getContext('webgpu');
const devicePixelRatio = window.devicePixelRatio;
canvas.width = canvas.clientWidth * devicePixelRatio;
canvas.height = canvas.clientHeight * devicePixelRatio;
const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device,
format: presentationFormat,
});
// Create a vertex buffer from the cube data.
const verticesBuffer = device.createBuffer({
size: cubeVertexArray.byteLength,
usage: GPUBufferUsage.VERTEX,
mappedAtCreation: true,
});
new Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray);
verticesBuffer.unmap();
const pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: device.createShaderModule({
code: instancedVertWGSL,
}),
buffers: [
{
arrayStride: cubeVertexSize,
attributes: [
{
// position
shaderLocation: 0,
offset: cubePositionOffset,
format: 'float32x4',
},
{
// uv
shaderLocation: 1,
offset: cubeUVOffset,
format: 'float32x2',
},
],
},
],
},
fragment: {
module: device.createShaderModule({
code: vertexPositionColorWGSL,
}),
targets: [
{
format: presentationFormat,
},
],
},
primitive: {
topology: 'triangle-list',
// Backface culling since the cube is solid piece of geometry.
// Faces pointing away from the camera will be occluded by faces
// pointing toward the camera.
cullMode: 'back',
},
// Enable depth testing so that the fragment closest to the camera
// is rendered in front.
depthStencil: {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus',
},
});
const depthTexture = device.createTexture({
size: [canvas.width, canvas.height],
format: 'depth24plus',
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
const xCount = 4;
const yCount = 4;
const numInstances = xCount * yCount;
const matrixFloatCount = 16; // 4x4 matrix
const matrixSize = 4 * matrixFloatCount;
const uniformBufferSize = numInstances * matrixSize;
// Allocate a buffer large enough to hold transforms for every
// instance.
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const uniformBindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [{ binding: 0, resource: uniformBuffer }],
});
const aspect = canvas.width / canvas.height;
const projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 100.0);
const modelMatrices = new Array<Mat4>(numInstances);
const mvpMatricesData = new Float32Array(matrixFloatCount * numInstances);
const step = 4.0;
// Initialize the matrix data for every instance.
let m = 0;
for (let x = 0; x < xCount; x++) {
for (let y = 0; y < yCount; y++) {
modelMatrices[m] = mat4.translation([
step * (x - xCount / 2 + 0.5),
step * (y - yCount / 2 + 0.5),
0,
]);
m++;
}
}
const viewMatrix = mat4.translation([0, 0, -12]);
const tmpMat4 = mat4.create();
// Update the transformation matrix data for each instance.
function updateTransformationMatrix() {
const now = Date.now() / 1000;
let m = 0,
i = 0;
for (let x = 0; x < xCount; x++) {
for (let y = 0; y < yCount; y++) {
mat4.rotate(
modelMatrices[i],
[Math.sin((x + 0.5) * now), Math.cos((y + 0.5) * now), 0],
1,
tmpMat4
);
mat4.multiply(viewMatrix, tmpMat4, tmpMat4);
mat4.multiply(projectionMatrix, tmpMat4, tmpMat4);
mvpMatricesData.set(tmpMat4, m);
i++;
m += matrixFloatCount;
}
}
}
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: undefined, // Assigned later
clearValue: [0.5, 0.5, 0.5, 1.0],
loadOp: 'clear',
storeOp: 'store',
},
],
depthStencilAttachment: {
view: depthTexture.createView(),
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
},
};
function frame() {
// Update the matrix data.
updateTransformationMatrix();
device.queue.writeBuffer(
uniformBuffer,
0,
mvpMatricesData.buffer,
mvpMatricesData.byteOffset,
mvpMatricesData.byteLength
);
renderPassDescriptor.colorAttachments[0].view = context
.getCurrentTexture()
.createView();
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, uniformBindGroup);
passEncoder.setVertexBuffer(0, verticesBuffer);
passEncoder.draw(cubeVertexCount, numInstances, 0, 0);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);