forked from webgpu/webgpu-samples
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.ts
More file actions
175 lines (152 loc) · 4.7 KB
/
main.ts
File metadata and controls
175 lines (152 loc) · 4.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
import { mat4 } from 'wgpu-matrix';
import sampleCubemapWGSL from './sampleCubemap.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,
});
const module = device.createShaderModule({ code: sampleCubemapWGSL });
const pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: { module },
fragment: {
module,
targets: [
{
format: presentationFormat,
},
],
},
});
// Fetch the 6 separate images for negative/positive x, y, z axis of a cubemap
// and upload it into a GPUTexture.
let cubemapTexture: GPUTexture;
{
// The order of the array layers is [+X, -X, +Y, -Y, +Z, -Z]
const imgSrcs = [
'../../assets/img/cubemap/posx.jpg',
'../../assets/img/cubemap/negx.jpg',
'../../assets/img/cubemap/posy.jpg',
'../../assets/img/cubemap/negy.jpg',
'../../assets/img/cubemap/posz.jpg',
'../../assets/img/cubemap/negz.jpg',
];
const promises = imgSrcs.map(async (src) => {
const response = await fetch(src);
return createImageBitmap(await response.blob());
});
const imageBitmaps = await Promise.all(promises);
cubemapTexture = device.createTexture({
dimension: '2d',
textureBindingViewDimension: 'cube',
// Create a 2d array texture.
// Assume each image has the same size.
size: [imageBitmaps[0].width, imageBitmaps[0].height, 6],
format: 'rgba8unorm',
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
for (let i = 0; i < imageBitmaps.length; i++) {
const imageBitmap = imageBitmaps[i];
device.queue.copyExternalImageToTexture(
{ source: imageBitmap },
{ texture: cubemapTexture, origin: [0, 0, i] },
[imageBitmap.width, imageBitmap.height]
);
}
}
const uniformBufferSize = 4 * 16; // 4x4 matrix
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const sampler = device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
});
const uniformBindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: uniformBuffer,
},
{
binding: 1,
resource: sampler,
},
{
binding: 2,
resource: cubemapTexture.createView({
dimension: 'cube',
}),
},
],
});
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: undefined, // Assigned later
loadOp: 'clear',
storeOp: 'store',
},
],
};
const aspect = canvas.width / canvas.height;
const projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 3000);
const modelMatrix = mat4.identity();
const modelViewProjectionInverseMatrix = mat4.create();
const viewMatrix = mat4.identity();
const tmpMat4 = mat4.create();
// Compute camera movement:
// It rotates around Y axis with a slight pitch movement.
function updateTransformationMatrix() {
const now = Date.now() / 800;
mat4.rotate(viewMatrix, [1, 0, 0], (Math.PI / 10) * Math.sin(now), tmpMat4);
mat4.rotate(tmpMat4, [0, 1, 0], now * 0.2, tmpMat4);
mat4.multiply(tmpMat4, modelMatrix, modelViewProjectionInverseMatrix);
mat4.multiply(
projectionMatrix,
modelViewProjectionInverseMatrix,
modelViewProjectionInverseMatrix
);
mat4.inverse(
modelViewProjectionInverseMatrix,
modelViewProjectionInverseMatrix
);
}
function frame() {
updateTransformationMatrix();
device.queue.writeBuffer(
uniformBuffer,
0,
modelViewProjectionInverseMatrix.buffer,
modelViewProjectionInverseMatrix.byteOffset,
modelViewProjectionInverseMatrix.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.draw(3);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);