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main.ts
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import { mat4, vec3 } from 'wgpu-matrix';
import { GUI } from 'dat.gui';
import {
cubeVertexArray,
cubeVertexSize,
cubeUVOffset,
cubePositionOffset,
cubeVertexCount,
} from '../../meshes/cube';
import cubeWGSL from './cube.wgsl';
import { ArcballCamera, WASDCamera } from './camera';
import { createInputHandler } from './input';
import { quitIfWebGPUNotAvailableOrMissingFeatures } from '../util';
const canvas = document.querySelector('canvas') as HTMLCanvasElement;
// The input handler
const inputHandler = createInputHandler(window, canvas);
// The camera types
const initialCameraPosition = vec3.create(3, 2, 5);
const cameras = {
arcball: new ArcballCamera({ position: initialCameraPosition }),
WASD: new WASDCamera({ position: initialCameraPosition }),
};
const gui = new GUI();
// GUI parameters
const params: { type: 'arcball' | 'WASD' } = {
type: 'arcball',
};
// Callback handler for camera mode
let oldCameraType = params.type;
gui.add(params, 'type', ['arcball', 'WASD']).onChange(() => {
// Copy the camera matrix from old to new
const newCameraType = params.type;
cameras[newCameraType].matrix = cameras[oldCameraType].matrix;
oldCameraType = newCameraType;
});
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: cubeWGSL,
}),
buffers: [
{
arrayStride: cubeVertexSize,
attributes: [
{
// position
shaderLocation: 0,
offset: cubePositionOffset,
format: 'float32x4',
},
{
// uv
shaderLocation: 1,
offset: cubeUVOffset,
format: 'float32x2',
},
],
},
],
},
fragment: {
module: device.createShaderModule({
code: cubeWGSL,
}),
targets: [
{
format: presentationFormat,
},
],
},
primitive: {
topology: 'triangle-list',
cullMode: 'back',
},
depthStencil: {
depthWriteEnabled: true,
depthCompare: 'less',
format: 'depth24plus',
},
});
const depthTexture = device.createTexture({
size: [canvas.width, canvas.height],
format: 'depth24plus',
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
const uniformBufferSize = 4 * 16; // 4x4 matrix
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
// Fetch the image and upload it into a GPUTexture.
let cubeTexture: GPUTexture;
{
const response = await fetch('../../assets/img/Di-3d.png');
const imageBitmap = await createImageBitmap(await response.blob());
cubeTexture = device.createTexture({
size: [imageBitmap.width, imageBitmap.height, 1],
format: 'rgba8unorm',
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.copyExternalImageToTexture(
{ source: imageBitmap },
{ texture: cubeTexture },
[imageBitmap.width, imageBitmap.height]
);
}
// Create a sampler with linear filtering for smooth interpolation.
const sampler = device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
});
const uniformBindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: {
buffer: uniformBuffer,
},
},
{
binding: 1,
resource: sampler,
},
{
binding: 2,
resource: cubeTexture.createView(),
},
],
});
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',
},
};
const aspect = canvas.width / canvas.height;
const projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 100.0);
const modelViewProjectionMatrix = mat4.create();
function getModelViewProjectionMatrix(deltaTime: number) {
const camera = cameras[params.type];
const viewMatrix = camera.update(deltaTime, inputHandler());
mat4.multiply(projectionMatrix, viewMatrix, modelViewProjectionMatrix);
return modelViewProjectionMatrix;
}
let lastFrameMS = Date.now();
function frame() {
const now = Date.now();
const deltaTime = (now - lastFrameMS) / 1000;
lastFrameMS = now;
const modelViewProjection = getModelViewProjectionMatrix(deltaTime);
device.queue.writeBuffer(
uniformBuffer,
0,
modelViewProjection.buffer,
modelViewProjection.byteOffset,
modelViewProjection.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);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);