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Add a sample that more clearly demonstrates using a transparent canvas (
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no"> | ||
<title>webgpu-samples: transparentCanvas</title> | ||
<style> | ||
:root { | ||
color-scheme: light dark; | ||
} | ||
html, body { | ||
margin: 0; /* remove default margin */ | ||
height: 100%; /* make body fill the browser window */ | ||
place-content: center center; | ||
} | ||
/* Display the canvas as a centered element floating over the page content */ | ||
canvas { | ||
width: 600px; | ||
height: 600px; | ||
max-width: 100%; | ||
display: block; | ||
top: 0px; | ||
left: 0; | ||
right: 0; | ||
margin-inline: auto; | ||
position: absolute; | ||
z-index: 1; | ||
} | ||
</style> | ||
<script defer src="main.js" type="module"></script> | ||
<script defer type="module" src="../../js/iframe-helper.js"></script> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
<h1>WebGPU</h1> | ||
<p>WebGPU exposes an API for performing operations, such as rendering | ||
and computation, on a Graphics Processing Unit. | ||
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<p>Graphics Processing Units, or GPUs for short, have been essential | ||
in enabling rich rendering and computational applications in personal | ||
computing. WebGPU is an API that exposes the capabilities of GPU | ||
hardware for the Web. The API is designed from the ground up to | ||
efficiently map to (post-2014) native GPU APIs. WebGPU is not related | ||
to WebGL and does not explicitly target OpenGL ES. | ||
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<p>WebGPU sees physical GPU hardware as GPUAdapters. It provides a | ||
connection to an adapter via GPUDevice, which manages resources, and | ||
the device's GPUQueues, which execute commands. GPUDevice may have | ||
its own memory with high-speed access to the processing units. | ||
GPUBuffer and GPUTexture are the physical resources backed by GPU | ||
memory. GPUCommandBuffer and GPURenderBundle are containers for | ||
user-recorded commands. GPUShaderModule contains shader code. The | ||
other resources, such as GPUSampler or GPUBindGroup, configure the | ||
way physical resources are used by the GPU. | ||
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<p>GPUs execute commands encoded in GPUCommandBuffers by feeding data | ||
through a pipeline, which is a mix of fixed-function and programmable | ||
stages. Programmable stages execute shaders, which are special | ||
programs designed to run on GPU hardware. Most of the state of a | ||
pipeline is defined by a GPURenderPipeline or a GPUComputePipeline | ||
object. The state not included in these pipeline objects is set | ||
during encoding with commands, such as beginRenderPass() or | ||
setBlendConstant().` | ||
</body> | ||
</html> |
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import { mat4, vec3 } from 'wgpu-matrix'; | ||
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import { | ||
cubeVertexArray, | ||
cubeVertexSize, | ||
cubeUVOffset, | ||
cubePositionOffset, | ||
cubeVertexCount, | ||
} from '../../meshes/cube'; | ||
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import basicVertWGSL from '../../shaders/basic.vert.wgsl'; | ||
import vertexPositionColorWGSL from '../../shaders/vertexPositionColor.frag.wgsl'; | ||
import { quitIfWebGPUNotAvailable } from '../util'; | ||
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const canvas = document.querySelector('canvas') as HTMLCanvasElement; | ||
const adapter = await navigator.gpu?.requestAdapter(); | ||
const device = await adapter?.requestDevice(); | ||
quitIfWebGPUNotAvailable(adapter, device); | ||
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const context = canvas.getContext('webgpu') as GPUCanvasContext; | ||
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const devicePixelRatio = window.devicePixelRatio; | ||
canvas.width = canvas.clientWidth * devicePixelRatio; | ||
canvas.height = canvas.clientHeight * devicePixelRatio; | ||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
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context.configure({ | ||
device, | ||
format: presentationFormat, | ||
// The canvas alphaMode defaults to 'opaque', use 'premultiplied' for transparency. | ||
alphaMode: 'premultiplied', | ||
}); | ||
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// 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(); | ||
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const pipeline = device.createRenderPipeline({ | ||
layout: 'auto', | ||
vertex: { | ||
module: device.createShaderModule({ | ||
code: basicVertWGSL, | ||
}), | ||
buffers: [ | ||
{ | ||
arrayStride: cubeVertexSize, | ||
attributes: [ | ||
{ | ||
// position | ||
shaderLocation: 0, | ||
offset: cubePositionOffset, | ||
format: 'float32x4', | ||
}, | ||
{ | ||
// uv | ||
shaderLocation: 1, | ||
offset: cubeUVOffset, | ||
format: 'float32x2', | ||
}, | ||
], | ||
}, | ||
], | ||
}, | ||
fragment: { | ||
module: device.createShaderModule({ | ||
code: vertexPositionColorWGSL, | ||
}), | ||
targets: [ | ||
{ | ||
format: presentationFormat, | ||
}, | ||
], | ||
}, | ||
primitive: { | ||
topology: 'triangle-list', | ||
cullMode: 'back', | ||
}, | ||
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depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: 'less', | ||
format: 'depth24plus', | ||
}, | ||
}); | ||
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const depthTexture = device.createTexture({ | ||
size: [canvas.width, canvas.height], | ||
format: 'depth24plus', | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT, | ||
}); | ||
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const uniformBufferSize = 4 * 16; // 4x4 matrix | ||
const uniformBuffer = device.createBuffer({ | ||
size: uniformBufferSize, | ||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | ||
}); | ||
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const uniformBindGroup = device.createBindGroup({ | ||
layout: pipeline.getBindGroupLayout(0), | ||
entries: [ | ||
{ | ||
binding: 0, | ||
resource: { | ||
buffer: uniformBuffer, | ||
}, | ||
}, | ||
], | ||
}); | ||
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const renderPassDescriptor: GPURenderPassDescriptor = { | ||
colorAttachments: [ | ||
{ | ||
view: undefined, // Assigned later | ||
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clearValue: [0.5, 0.5, 0.5, 0.0], // Clear alpha to 0 | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
depthStencilAttachment: { | ||
view: depthTexture.createView(), | ||
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depthClearValue: 1.0, | ||
depthLoadOp: 'clear', | ||
depthStoreOp: 'store', | ||
}, | ||
}; | ||
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const aspect = canvas.width / canvas.height; | ||
const projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 100.0); | ||
const modelViewProjectionMatrix = mat4.create(); | ||
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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), | ||
1, | ||
viewMatrix | ||
); | ||
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mat4.multiply(projectionMatrix, viewMatrix, modelViewProjectionMatrix); | ||
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return modelViewProjectionMatrix; | ||
} | ||
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function frame() { | ||
const transformationMatrix = getTransformationMatrix(); | ||
device.queue.writeBuffer( | ||
uniformBuffer, | ||
0, | ||
transformationMatrix.buffer, | ||
transformationMatrix.byteOffset, | ||
transformationMatrix.byteLength | ||
); | ||
renderPassDescriptor.colorAttachments[0].view = context | ||
.getCurrentTexture() | ||
.createView(); | ||
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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()]); | ||
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requestAnimationFrame(frame); | ||
} | ||
requestAnimationFrame(frame); |
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export default { | ||
name: 'Transparent Cavnas', | ||
description: 'This example shows use of a transparent WebGPU canvas.', | ||
filename: __DIRNAME__, | ||
sources: [ | ||
{ path: 'main.ts' }, | ||
{ path: '../../shaders/basic.vert.wgsl' }, | ||
{ path: '../../shaders/vertexPositionColorAlpha.frag.wgsl' }, | ||
{ path: '../../meshes/cube.ts' }, | ||
], | ||
}; |
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