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rasterizer.ts
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134 lines (124 loc) · 3.57 KB
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import rasterizerWGSL from './rasterizer.wgsl';
import Common from './common';
import Radiosity from './radiosity';
import Scene from './scene';
/**
* Rasterizer renders the scene using a regular raserization graphics pipeline.
*/
export default class Rasterizer {
private readonly common: Common;
private readonly scene: Scene;
private readonly renderPassDescriptor: GPURenderPassDescriptor;
private readonly pipeline: GPURenderPipeline;
private readonly bindGroup: GPUBindGroup;
constructor(
device: GPUDevice,
common: Common,
scene: Scene,
radiosity: Radiosity,
framebuffer: GPUTexture
) {
this.common = common;
this.scene = scene;
const depthTexture = device.createTexture({
label: 'RasterizerRenderer.depthTexture',
size: [framebuffer.width, framebuffer.height],
format: 'depth24plus',
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
this.renderPassDescriptor = {
label: 'RasterizerRenderer.renderPassDescriptor',
colorAttachments: [
{
view: framebuffer,
clearValue: [0.1, 0.2, 0.3, 1],
loadOp: 'clear',
storeOp: 'store',
},
],
depthStencilAttachment: {
view: depthTexture,
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
},
};
const bindGroupLayout = device.createBindGroupLayout({
label: 'RasterizerRenderer.bindGroupLayout',
entries: [
{
// lightmap
binding: 0,
visibility: GPUShaderStage.FRAGMENT | GPUShaderStage.COMPUTE,
texture: { viewDimension: '2d-array' },
},
{
// sampler
binding: 1,
visibility: GPUShaderStage.FRAGMENT | GPUShaderStage.COMPUTE,
sampler: {},
},
],
});
this.bindGroup = device.createBindGroup({
label: 'RasterizerRenderer.bindGroup',
layout: bindGroupLayout,
entries: [
{
// lightmap
binding: 0,
resource: radiosity.lightmap,
},
{
// sampler
binding: 1,
resource: device.createSampler({
addressModeU: 'clamp-to-edge',
addressModeV: 'clamp-to-edge',
magFilter: 'linear',
minFilter: 'linear',
}),
},
],
});
const mod = device.createShaderModule({
label: 'RasterizerRenderer.module',
code: rasterizerWGSL + common.wgsl,
});
this.pipeline = device.createRenderPipeline({
label: 'RasterizerRenderer.pipeline',
layout: device.createPipelineLayout({
bindGroupLayouts: [common.uniforms.bindGroupLayout, bindGroupLayout],
}),
vertex: {
module: mod,
buffers: scene.vertexBufferLayout,
},
fragment: {
module: mod,
targets: [{ format: framebuffer.format }],
},
primitive: {
topology: 'triangle-list',
cullMode: 'back',
},
depthStencil: {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus',
},
});
}
run(commandEncoder: GPUCommandEncoder) {
const passEncoder = commandEncoder.beginRenderPass(
this.renderPassDescriptor
);
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.scene.vertices);
passEncoder.setIndexBuffer(this.scene.indices, 'uint16');
passEncoder.setBindGroup(0, this.common.uniforms.bindGroup);
passEncoder.setBindGroup(1, this.bindGroup);
passEncoder.drawIndexed(this.scene.indexCount);
passEncoder.end();
}
}