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webgpu-cube.ts
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// ported from https://github.com/webgpu/webgpu-samples/blob/main/src/sample/rotatingCube/main.ts
import { mat4, vec3 } from "npm:wgpu-matrix";
import { createWindowGPU, mainloop } from "../ext/webgpu.ts";
const window = await createWindowGPU({
title: "Deno Window Manager",
width: 512,
height: 512,
resizable: true,
});
const context = window.getContext("webgpu");
context.configure({
device: window.device,
format: "bgra8unorm",
});
const cubeVertexSize = 4 * 10;
const cubePositionOffset = 0;
const cubeUVOffset = 4 * 8;
const cubeVertexCount = 36;
// deno-fmt-ignore
export const cubeVertexArray = new Float32Array([
// float4 position, float4 color, float2 uv,
1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
-1, -1, 1, 1, 0, 0, 1, 1, 1, 1,
-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
1, -1, -1, 1, 1, 0, 0, 1, 0, 0,
1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, -1, 1, 1, 1, 0, 1, 1, 1, 1,
1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
-1, 1, -1, 1, 0, 1, 0, 1, 0, 0,
-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
-1, -1, -1, 1, 0, 0, 0, 1, 0, 0,
-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
1, -1, 1, 1, 1, 0, 1, 1, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
-1, -1, -1, 1, 0, 0, 0, 1, 1, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
]);
const verticesBuffer = window.device.createBuffer({
size: cubeVertexArray.byteLength,
usage: GPUBufferUsage.VERTEX,
mappedAtCreation: true,
});
new Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray);
verticesBuffer.unmap();
const pipeline = window.device.createRenderPipeline({
layout: "auto",
vertex: {
module: window.device.createShaderModule({
code: `
struct Uniforms {
modelViewProjectionMatrix : mat4x4<f32>,
}
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexOutput {
@builtin(position) Position : vec4<f32>,
@location(0) fragUV : vec2<f32>,
@location(1) fragPosition: vec4<f32>,
}
@vertex
fn main(
@location(0) position : vec4<f32>,
@location(1) uv : vec2<f32>
) -> VertexOutput {
var output : VertexOutput;
output.Position = uniforms.modelViewProjectionMatrix * position;
output.fragUV = uv;
output.fragPosition = 0.5 * (position + vec4(1.0, 1.0, 1.0, 1.0));
return output;
}
`,
}),
entryPoint: "main",
buffers: [
{
arrayStride: cubeVertexSize,
attributes: [
{
// position
shaderLocation: 0,
offset: cubePositionOffset,
format: "float32x4",
},
{
// uv
shaderLocation: 1,
offset: cubeUVOffset,
format: "float32x2",
},
],
},
],
},
fragment: {
module: window.device.createShaderModule({
code: `@fragment
fn main(
@location(0) fragUV: vec2<f32>,
@location(1) fragPosition: vec4<f32>
) -> @location(0) vec4<f32> {
return fragPosition;
}`,
}),
entryPoint: "main",
targets: [
{
format: "bgra8unorm",
},
],
},
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 = window.device.createTexture({
size: [window.window.size.width, window.window.size.height],
format: "depth24plus",
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
const uniformBufferSize = 4 * 16; // 4x4 matrix
const uniformBuffer = window.device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const uniformBindGroup = window.device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: {
buffer: uniformBuffer,
},
},
],
});
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
// deno-lint-ignore no-explicit-any
view: undefined as any as GPUTextureView, // Assigned later
clearValue: { r: 0.5, g: 0.5, b: 0.5, a: 1.0 },
loadOp: "clear",
storeOp: "store",
},
],
depthStencilAttachment: {
view: depthTexture.createView(),
depthClearValue: 1.0,
depthLoadOp: "clear",
depthStoreOp: "store",
},
};
const aspect = window.window.size.width / window.window.size.height;
const projectionMatrix = mat4.perspective(
(2 * Math.PI) / 5,
aspect,
1,
100.0,
);
const modelViewProjectionMatrix = mat4.create();
function getTransformationMatrix() {
const viewMatrix = mat4.identity();
mat4.translate(viewMatrix, vec3.fromValues(0, 0, -4), viewMatrix);
const now = Date.now() / 1000;
mat4.rotate(
viewMatrix,
vec3.fromValues(Math.sin(now), Math.cos(now), 0),
15,
viewMatrix,
);
mat4.multiply(projectionMatrix, viewMatrix, modelViewProjectionMatrix);
return modelViewProjectionMatrix as Float32Array;
}
mainloop(() => {
const transformationMatrix = getTransformationMatrix();
window.device.queue.writeBuffer(
uniformBuffer,
0,
transformationMatrix.buffer,
transformationMatrix.byteOffset,
transformationMatrix.byteLength,
);
renderPassDescriptor.colorAttachments[0]!.view = context
.getCurrentTexture()
.createView();
const commandEncoder = window.device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, uniformBindGroup);
passEncoder.setVertexBuffer(0, verticesBuffer);
passEncoder.draw(cubeVertexCount);
passEncoder.end();
window.device.queue.submit([commandEncoder.finish()]);
window.surface.present();
}, false);