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main.ts
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import { mat4, vec3 } from 'wgpu-matrix';
import { assert, makeSample, SampleInit } from '../../components/SampleLayout';
import {
cubeVertexArray,
cubeVertexSize,
cubeUVOffset,
cubePositionOffset,
cubeVertexCount,
} from '../../meshes/cube';
import basicVertWGSL from '../../shaders/basic.vert.wgsl';
import sampleCubemapWGSL from './sampleCubemap.frag.wgsl';
const init: SampleInit = async ({ canvas, pageState }) => {
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter?.requestDevice();
assert(device, 'device is null');
if (!pageState.active) return;
const context = canvas.getContext('webgpu') as GPUCanvasContext;
const devicePixelRatio = window.devicePixelRatio || 1;
canvas.width = canvas.clientWidth * devicePixelRatio;
canvas.height = canvas.clientHeight * devicePixelRatio;
const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device,
format: presentationFormat,
alphaMode: 'premultiplied',
});
// 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: basicVertWGSL,
}),
entryPoint: 'main',
buffers: [
{
arrayStride: cubeVertexSize,
attributes: [
{
// position
shaderLocation: 0,
offset: cubePositionOffset,
format: 'float32x4',
},
{
// uv
shaderLocation: 1,
offset: cubeUVOffset,
format: 'float32x2',
},
],
},
],
},
fragment: {
module: device.createShaderModule({
code: sampleCubemapWGSL,
}),
entryPoint: 'main',
targets: [
{
format: presentationFormat,
},
],
},
primitive: {
topology: 'triangle-list',
// Since we are seeing from inside of the cube
// and we are using the regular cube geomtry data with outward-facing normals,
// the cullMode should be 'front' or 'none'.
cullMode: 'none',
},
// 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,
});
// 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 = [
new URL(
`../../../assets/img/cubemap/posx.jpg`,
import.meta.url
).toString(),
new URL(
`../../../assets/img/cubemap/negx.jpg`,
import.meta.url
).toString(),
new URL(
`../../../assets/img/cubemap/posy.jpg`,
import.meta.url
).toString(),
new URL(
`../../../assets/img/cubemap/negy.jpg`,
import.meta.url
).toString(),
new URL(
`../../../assets/img/cubemap/posz.jpg`,
import.meta.url
).toString(),
new URL(
`../../../assets/img/cubemap/negz.jpg`,
import.meta.url
).toString(),
];
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',
// 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: {
buffer: uniformBuffer,
offset: 0,
size: uniformBufferSize,
},
},
{
binding: 1,
resource: sampler,
},
{
binding: 2,
resource: cubemapTexture.createView({
dimension: 'cube',
}),
},
],
});
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: undefined as any, // Assigned later
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, 3000);
const modelMatrix = mat4.scaling(vec3.fromValues(1000, 1000, 1000));
const modelViewProjectionMatrix = mat4.create() as Float32Array;
const viewMatrix = mat4.identity();
const tmpMat4 = mat4.create();
// Comppute camera movement:
// It rotates around Y axis with a slight pitch movement.
function updateTransformationMatrix() {
const now = Date.now() / 800;
mat4.rotate(
viewMatrix,
vec3.fromValues(1, 0, 0),
(Math.PI / 10) * Math.sin(now),
tmpMat4
);
mat4.rotate(tmpMat4, vec3.fromValues(0, 1, 0), now * 0.2, tmpMat4);
mat4.multiply(tmpMat4, modelMatrix, modelViewProjectionMatrix);
mat4.multiply(
projectionMatrix,
modelViewProjectionMatrix,
modelViewProjectionMatrix
);
}
function frame() {
// Sample is no longer the active page.
if (!pageState.active) return;
assert(device, 'device is null');
updateTransformationMatrix();
device.queue.writeBuffer(
uniformBuffer,
0,
modelViewProjectionMatrix.buffer,
modelViewProjectionMatrix.byteOffset,
modelViewProjectionMatrix.byteLength
);
type GPURenderPassColorAttachmentArray =
(GPURenderPassColorAttachment | null)[];
const attachment = (
renderPassDescriptor.colorAttachments as GPURenderPassColorAttachmentArray
)[0];
assert(attachment, 'attachment is null');
attachment.view = context.getCurrentTexture().createView();
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, verticesBuffer);
passEncoder.setBindGroup(0, uniformBindGroup);
passEncoder.draw(cubeVertexCount, 1, 0, 0);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
};
const CubemapCubes: () => JSX.Element = () =>
makeSample({
name: 'Cubemap',
description:
'This example shows how to render and sample from a cubemap texture.',
init,
sources: [
{
name: __filename.substring(__dirname.length + 1),
contents: __SOURCE__,
},
{
name: '../../shaders/basic.vert.wgsl',
contents: basicVertWGSL,
editable: true,
},
{
name: './sampleCubemap.frag.wgsl',
contents: sampleCubemapWGSL,
editable: true,
},
{
name: '../../meshes/cube.ts',
// eslint-disable-next-line @typescript-eslint/no-var-requires
contents: require('!!raw-loader!../../meshes/cube.ts').default,
},
],
filename: __filename,
});
export default CubemapCubes;