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* Add Occlusion Query Sample This is the simplest thing I could think of to demonstrate how to use Occlusion Queries.
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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: wireframe</title> | ||
<style> | ||
:root { | ||
color-scheme: light dark; | ||
} | ||
html, body { | ||
margin: 0; /* remove default margin */ | ||
height: 100%; /* make body fill the browser window */ | ||
display: flex; | ||
place-content: center center; | ||
} | ||
canvas { | ||
width: 600px; | ||
height: 600px; | ||
max-width: 100%; | ||
display: block; | ||
} | ||
#info { | ||
position: absolute; | ||
left: 0; | ||
top: 0; | ||
padding: 1em; | ||
margin: 0; | ||
width: 12em; | ||
height: 1.25em; | ||
} | ||
</style> | ||
<script defer src="main.js" type="module"></script> | ||
<script defer type="module" src="../../js/iframe-helper.js"></script> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
<pre id="info"></pre> | ||
</body> | ||
</html> |
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import { GUI } from 'dat.gui'; | ||
import { mat4 } from 'wgpu-matrix'; | ||
import solidColorLitWGSL from './solidColorLit.wgsl'; | ||
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const settings = { | ||
animate: true, | ||
}; | ||
const gui = new GUI(); | ||
gui.add(settings, 'animate'); | ||
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type TypedArrayView = | ||
| Int8Array | ||
| Uint8Array | ||
| Int16Array | ||
| Uint16Array | ||
| Int32Array | ||
| Uint32Array | ||
| Float32Array | ||
| Float64Array; | ||
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export type TypedArrayConstructor = | ||
| Int8ArrayConstructor | ||
| Uint8ArrayConstructor | ||
| Int16ArrayConstructor | ||
| Uint16ArrayConstructor | ||
| Int32ArrayConstructor | ||
| Uint32ArrayConstructor | ||
| Float32ArrayConstructor | ||
| Float64ArrayConstructor; | ||
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const info = document.querySelector('#info'); | ||
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const adapter = await navigator.gpu.requestAdapter(); | ||
const device = await adapter.requestDevice(); | ||
const canvas = document.querySelector('canvas') as HTMLCanvasElement; | ||
const context = canvas.getContext('webgpu') as GPUCanvasContext; | ||
const devicePixelRatio = window.devicePixelRatio; | ||
canvas.width = canvas.clientWidth * devicePixelRatio; | ||
canvas.height = canvas.clientHeight * devicePixelRatio; | ||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
context.configure({ | ||
device, | ||
format: presentationFormat, | ||
alphaMode: 'premultiplied', | ||
}); | ||
const depthFormat = 'depth24plus'; | ||
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const module = device.createShaderModule({ | ||
code: solidColorLitWGSL, | ||
}); | ||
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const pipeline = device.createRenderPipeline({ | ||
layout: 'auto', | ||
vertex: { | ||
module, | ||
buffers: [ | ||
{ | ||
arrayStride: 6 * 4, // 3x2 floats, 4 bytes each | ||
attributes: [ | ||
{ shaderLocation: 0, offset: 0, format: 'float32x3' }, // position | ||
{ shaderLocation: 1, offset: 12, format: 'float32x3' }, // normal | ||
], | ||
}, | ||
], | ||
}, | ||
fragment: { | ||
module, | ||
targets: [{ format: presentationFormat }], | ||
}, | ||
primitive: { | ||
topology: 'triangle-list', | ||
cullMode: 'back', | ||
}, | ||
depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: 'less', | ||
format: depthFormat, | ||
}, | ||
}); | ||
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// prettier-ignore | ||
const cubePositions = [ | ||
{ position: [-1, 0, 0], id: '🟥', color: [1, 0, 0, 1] }, | ||
{ position: [ 1, 0, 0], id: '🟨', color: [1, 1, 0, 1] }, | ||
{ position: [ 0, -1, 0], id: '🟩', color: [0, 0.5, 0, 1] }, | ||
{ position: [ 0, 1, 0], id: '🟧', color: [1, 0.6, 0, 1] }, | ||
{ position: [ 0, 0, -1], id: '🟦', color: [0, 0, 1, 1] }, | ||
{ position: [ 0, 0, 1], id: '🟪', color: [0.5, 0, 0.5, 1] }, | ||
]; | ||
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const objectInfos = cubePositions.map(({ position, id, color }) => { | ||
const uniformBufferSize = (2 * 16 + 3 + 1 + 4) * 4; | ||
const uniformBuffer = device.createBuffer({ | ||
size: uniformBufferSize, | ||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | ||
}); | ||
const uniformValues = new Float32Array(uniformBufferSize / 4); | ||
const worldViewProjection = uniformValues.subarray(0, 16); | ||
const worldInverseTranspose = uniformValues.subarray(16, 32); | ||
const colorValue = uniformValues.subarray(32, 36); | ||
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colorValue.set(color); | ||
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const bindGroup = device.createBindGroup({ | ||
layout: pipeline.getBindGroupLayout(0), | ||
entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], | ||
}); | ||
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return { | ||
id, | ||
position: position.map((v) => v * 10), | ||
bindGroup, | ||
uniformBuffer, | ||
uniformValues, | ||
worldInverseTranspose, | ||
worldViewProjection, | ||
}; | ||
}); | ||
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const occlusionQuerySet = device.createQuerySet({ | ||
type: 'occlusion', | ||
count: objectInfos.length, | ||
}); | ||
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const resolveBuffer = device.createBuffer({ | ||
label: 'resolveBuffer', | ||
// Query results are 64bit unsigned integers. | ||
size: objectInfos.length * BigUint64Array.BYTES_PER_ELEMENT, | ||
usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC, | ||
}); | ||
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const resultBuffer = device.createBuffer({ | ||
label: 'resultBuffer', | ||
size: resolveBuffer.size, | ||
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, | ||
}); | ||
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function createBufferWithData( | ||
device: GPUDevice, | ||
data: TypedArrayView, | ||
usage: GPUBufferUsageFlags, | ||
label: string | ||
) { | ||
const buffer = device.createBuffer({ | ||
label, | ||
size: data.byteLength, | ||
usage, | ||
mappedAtCreation: true, | ||
}); | ||
const dst = new (data.constructor as TypedArrayConstructor)( | ||
buffer.getMappedRange() | ||
); | ||
dst.set(data); | ||
buffer.unmap(); | ||
return buffer; | ||
} | ||
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// prettier-ignore | ||
const vertexData = new Float32Array([ | ||
// position normal | ||
1, 1, -1, 1, 0, 0, | ||
1, 1, 1, 1, 0, 0, | ||
1, -1, 1, 1, 0, 0, | ||
1, -1, -1, 1, 0, 0, | ||
-1, 1, 1, -1, 0, 0, | ||
-1, 1, -1, -1, 0, 0, | ||
-1, -1, -1, -1, 0, 0, | ||
-1, -1, 1, -1, 0, 0, | ||
-1, 1, 1, 0, 1, 0, | ||
1, 1, 1, 0, 1, 0, | ||
1, 1, -1, 0, 1, 0, | ||
-1, 1, -1, 0, 1, 0, | ||
-1, -1, -1, 0, -1, 0, | ||
1, -1, -1, 0, -1, 0, | ||
1, -1, 1, 0, -1, 0, | ||
-1, -1, 1, 0, -1, 0, | ||
1, 1, 1, 0, 0, 1, | ||
-1, 1, 1, 0, 0, 1, | ||
-1, -1, 1, 0, 0, 1, | ||
1, -1, 1, 0, 0, 1, | ||
-1, 1, -1, 0, 0, -1, | ||
1, 1, -1, 0, 0, -1, | ||
1, -1, -1, 0, 0, -1, | ||
-1, -1, -1, 0, 0, -1, | ||
]); | ||
// prettier-ignore | ||
const indices = new Uint16Array([ | ||
0, 1, 2, 0, 2, 3, // +x face | ||
4, 5, 6, 4, 6, 7, // -x face | ||
8, 9, 10, 8, 10, 11, // +y face | ||
12, 13, 14, 12, 14, 15, // -y face | ||
16, 17, 18, 16, 18, 19, // +z face | ||
20, 21, 22, 20, 22, 23, // -z face | ||
]); | ||
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const vertexBuffer = createBufferWithData( | ||
device, | ||
vertexData, | ||
GPUBufferUsage.VERTEX, | ||
'vertexBuffer' | ||
); | ||
const indicesBuffer = createBufferWithData( | ||
device, | ||
indices, | ||
GPUBufferUsage.INDEX, | ||
'indexBuffer' | ||
); | ||
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const renderPassDescriptor: GPURenderPassDescriptor = { | ||
colorAttachments: [ | ||
{ | ||
view: undefined, // Assigned later | ||
clearValue: { r: 0.5, g: 0.5, b: 0.5, a: 1.0 }, | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
depthStencilAttachment: { | ||
view: undefined, // Assigned later | ||
depthClearValue: 1.0, | ||
depthLoadOp: 'clear', | ||
depthStoreOp: 'store', | ||
}, | ||
occlusionQuerySet, | ||
}; | ||
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const lerp = (a: number, b: number, t: number) => a + (b - a) * t; | ||
const lerpV = (a: number[], b: number[], t: number) => | ||
a.map((v, i) => lerp(v, b[i], t)); | ||
const pingPongSine = (t: number) => Math.sin(t * Math.PI * 2) * 0.5 + 0.5; | ||
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let depthTexture: GPUTexture | undefined; | ||
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let time = 0; | ||
let then = 0; | ||
function render(now: number) { | ||
now *= 0.001; // convert to seconds | ||
const deltaTime = now - then; | ||
then = now; | ||
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if (settings.animate) { | ||
time += deltaTime; | ||
} | ||
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const projection = mat4.perspective( | ||
(30 * Math.PI) / 180, | ||
canvas.clientWidth / canvas.clientHeight, | ||
0.5, | ||
100 | ||
); | ||
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const m = mat4.identity(); | ||
mat4.rotateX(m, time, m); | ||
mat4.rotateY(m, time * 0.7, m); | ||
mat4.translate(m, lerpV([0, 0, 5], [0, 0, 40], pingPongSine(time * 0.2)), m); | ||
const view = mat4.inverse(m); | ||
const viewProjection = mat4.multiply(projection, view); | ||
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const canvasTexture = context.getCurrentTexture(); | ||
if ( | ||
!depthTexture || | ||
depthTexture.width !== canvasTexture.width || | ||
depthTexture.height !== canvasTexture.height | ||
) { | ||
if (depthTexture) { | ||
depthTexture.destroy(); | ||
} | ||
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depthTexture = device.createTexture({ | ||
size: canvasTexture, // canvasTexture has width, height, and depthOrArrayLayers properties | ||
format: depthFormat, | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT, | ||
}); | ||
} | ||
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const colorTexture = context.getCurrentTexture(); | ||
renderPassDescriptor.colorAttachments[0].view = colorTexture.createView(); | ||
renderPassDescriptor.depthStencilAttachment.view = depthTexture.createView(); | ||
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const encoder = device.createCommandEncoder(); | ||
const pass = encoder.beginRenderPass(renderPassDescriptor); | ||
pass.setPipeline(pipeline); | ||
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objectInfos.forEach( | ||
( | ||
{ | ||
bindGroup, | ||
uniformBuffer, | ||
uniformValues, | ||
worldViewProjection, | ||
worldInverseTranspose, | ||
position, | ||
}, | ||
i | ||
) => { | ||
const world = mat4.translation(position); | ||
mat4.transpose(mat4.inverse(world), worldInverseTranspose); | ||
mat4.multiply(viewProjection, world, worldViewProjection); | ||
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device.queue.writeBuffer(uniformBuffer, 0, uniformValues); | ||
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pass.setBindGroup(0, bindGroup); | ||
pass.setVertexBuffer(0, vertexBuffer); | ||
pass.setIndexBuffer(indicesBuffer, 'uint16'); | ||
pass.beginOcclusionQuery(i); | ||
pass.drawIndexed(indices.length); | ||
pass.endOcclusionQuery(); | ||
} | ||
); | ||
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pass.end(); | ||
encoder.resolveQuerySet( | ||
occlusionQuerySet, | ||
0, | ||
objectInfos.length, | ||
resolveBuffer, | ||
0 | ||
); | ||
if (resultBuffer.mapState === 'unmapped') { | ||
encoder.copyBufferToBuffer( | ||
resolveBuffer, | ||
0, | ||
resultBuffer, | ||
0, | ||
resultBuffer.size | ||
); | ||
} | ||
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device.queue.submit([encoder.finish()]); | ||
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if (resultBuffer.mapState === 'unmapped') { | ||
resultBuffer.mapAsync(GPUMapMode.READ).then(() => { | ||
const results = new BigUint64Array(resultBuffer.getMappedRange()).slice(); | ||
resultBuffer.unmap(); | ||
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const visible = objectInfos | ||
.filter((_, i) => results[i]) | ||
.map(({ id }) => id) | ||
.join(''); | ||
info.textContent = `visible: ${visible}`; | ||
}); | ||
} | ||
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requestAnimationFrame(render); | ||
} | ||
requestAnimationFrame(render); |
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export default { | ||
name: 'Occlusion Query', | ||
description: ` | ||
This example demonstrates using Occlusion Queries. | ||
`, | ||
filename: __DIRNAME__, | ||
sources: [{ path: 'main.ts' }, { path: 'solidColorLit.wgsl' }], | ||
}; |
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