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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; | ||
} | ||
</style> | ||
<script defer src="main.js" type="module"></script> | ||
<script defer type="module" src="../../js/iframe-helper.js"></script> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
</body> | ||
</html> |
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/* eslint-disable prettier/prettier */ | ||
import { mat4, mat3 } from 'wgpu-matrix'; | ||
import { modelData } from './models'; | ||
import solidColorLitWGSL from './solidColorLit.wgsl'; | ||
import wireframeWGSL from './wireframe.wgsl'; | ||
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||
type TypedArrayView = Float32Array | Uint32Array; | ||
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||
function createBufferWithData( | ||
device: GPUDevice, | ||
data: TypedArrayView, | ||
usage: number | ||
) { | ||
const buffer = device.createBuffer({ | ||
size: data.byteLength, | ||
usage: usage, | ||
}); | ||
device.queue.writeBuffer(buffer, 0, data); | ||
return buffer; | ||
} | ||
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type Model = { | ||
vertexBuffer: GPUBuffer; | ||
indexBuffer: GPUBuffer; | ||
indexFormat: GPUIndexFormat; | ||
vertexCount: number; | ||
}; | ||
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function createVertexAndIndexBuffer( | ||
device: GPUDevice, | ||
{ vertices, indices }: { vertices: Float32Array, indices: Uint32Array }, | ||
): Model { | ||
const vertexBuffer = createBufferWithData( | ||
device, | ||
vertices, | ||
GPUBufferUsage.VERTEX | GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | ||
); | ||
const indexBuffer = createBufferWithData( | ||
device, | ||
indices, | ||
GPUBufferUsage.INDEX | GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | ||
); | ||
return { | ||
vertexBuffer, | ||
indexBuffer, | ||
indexFormat: 'uint32', | ||
vertexCount: indices.length, | ||
}; | ||
} | ||
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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 models = Object.values(modelData).map(data => createVertexAndIndexBuffer(device, data)); | ||
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function rand(min?: number, max?: number) { | ||
if (min === undefined) { | ||
max = 1; | ||
min = 0; | ||
} else if (max === undefined) { | ||
max = min; | ||
min = 0; | ||
} | ||
return Math.random() * (max - min) + min; | ||
} | ||
|
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function randInt(min: number, max?: number) { | ||
return Math.floor(rand(min, max)); | ||
} | ||
|
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function randColor() { | ||
return [rand(), rand(), rand(), 1]; | ||
} | ||
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const litModule = device.createShaderModule({ | ||
code: solidColorLitWGSL, | ||
}); | ||
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const wireframeModule = device.createShaderModule({ | ||
code: wireframeWGSL, | ||
}); | ||
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const litPipeline = device.createRenderPipeline({ | ||
label: 'lit pipeline', | ||
layout: 'auto', | ||
vertex: { | ||
module: litModule, | ||
buffers: [ | ||
{ | ||
arrayStride: 6 * 4, // position, normal | ||
attributes: [ | ||
{ | ||
// position | ||
shaderLocation: 0, | ||
offset: 0, | ||
format: 'float32x3', | ||
}, | ||
{ | ||
// normal | ||
shaderLocation: 1, | ||
offset: 3 * 4, | ||
format: 'float32x3', | ||
}, | ||
], | ||
}, | ||
], | ||
}, | ||
fragment: { | ||
module: litModule, | ||
targets: [{ format: presentationFormat }], | ||
}, | ||
primitive: { | ||
cullMode: 'back', | ||
}, | ||
depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: 'less', | ||
format: depthFormat, | ||
}, | ||
}); | ||
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const wireframePipeline = device.createRenderPipeline({ | ||
label: 'wireframe pipeline', | ||
layout: 'auto', | ||
vertex: { | ||
module: wireframeModule, | ||
entryPoint: 'vsIndexedU32', | ||
}, | ||
fragment: { | ||
module: wireframeModule, | ||
targets: [{ format: presentationFormat }], | ||
}, | ||
primitive: { | ||
topology: 'line-list', | ||
}, | ||
depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: 'less-equal', | ||
format: depthFormat, | ||
}, | ||
}); | ||
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type ObjectInfo = { | ||
worldViewProjectionMatrixValue: Float32Array; | ||
worldMatrixValue: Float32Array; | ||
uniformValues: Float32Array; | ||
uniformBuffer: GPUBuffer; | ||
litBindGroup: GPUBindGroup; | ||
wireframeBindGroup: GPUBindGroup; | ||
model: Model; | ||
}; | ||
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const objectInfos: ObjectInfo[] = []; | ||
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const numObjects = 200; | ||
for (let i = 0; i < numObjects; ++i) { | ||
// Make a uniform buffer and type array views | ||
// for our uniforms. | ||
const uniformValues = new Float32Array(16 + 16 + 4); | ||
const uniformBuffer = device.createBuffer({ | ||
size: uniformValues.byteLength, | ||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | ||
}); | ||
const kWorldViewProjectionMatrixOffset = 0; | ||
const kWorldMatrixOffset = 16; | ||
const kColorOffset = 32; | ||
const worldViewProjectionMatrixValue = uniformValues.subarray( | ||
kWorldViewProjectionMatrixOffset, | ||
kWorldViewProjectionMatrixOffset + 16); | ||
const worldMatrixValue = uniformValues.subarray( | ||
kWorldMatrixOffset, | ||
kWorldMatrixOffset + 15 | ||
); | ||
const colorValue = uniformValues.subarray(kColorOffset, kColorOffset + 4); | ||
colorValue.set(randColor()); | ||
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const model = models[randInt(models.length)]; | ||
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// Make a bind group for this uniform | ||
const litBindGroup = device.createBindGroup({ | ||
layout: litPipeline.getBindGroupLayout(0), | ||
entries: [{ binding: 0, resource: { buffer: uniformBuffer } }], | ||
}); | ||
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const strideValues = new Uint32Array(1 + 3); | ||
const strideBuffer = device.createBuffer({ | ||
size: strideValues.byteLength, | ||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | ||
}); | ||
strideValues[0] = 6; | ||
device.queue.writeBuffer(strideBuffer, 0, strideValues); | ||
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const wireframeBindGroup = device.createBindGroup({ | ||
layout: wireframePipeline.getBindGroupLayout(0), | ||
entries: [ | ||
{ binding: 0, resource: { buffer: uniformBuffer } }, | ||
{ binding: 1, resource: { buffer: model.vertexBuffer } }, | ||
{ binding: 2, resource: { buffer: model.indexBuffer } }, | ||
{ binding: 3, resource: { buffer: strideBuffer } }, | ||
], | ||
}); | ||
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objectInfos.push({ | ||
worldViewProjectionMatrixValue, | ||
worldMatrixValue, | ||
uniformValues, | ||
uniformBuffer, | ||
litBindGroup, | ||
wireframeBindGroup, | ||
model, | ||
}); | ||
} | ||
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const renderPassDescriptor: GPURenderPassDescriptor = { | ||
label: 'our basic canvas renderPass', | ||
colorAttachments: [ | ||
{ | ||
view: undefined, // <- to be filled out when we render | ||
clearValue: [0.3, 0.3, 0.3, 1], | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
depthStencilAttachment: { | ||
view: undefined, // <- to be filled out when we render | ||
depthClearValue: 1.0, | ||
depthLoadOp: 'clear', | ||
depthStoreOp: 'store', | ||
}, | ||
}; | ||
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let depthTexture; | ||
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function render(time: number) { | ||
time *= 0.001; // convert to seconds; | ||
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// Get the current texture from the canvas context and | ||
// set it as the texture to render to. | ||
const canvasTexture = context.getCurrentTexture(); | ||
renderPassDescriptor.colorAttachments[0].view = canvasTexture.createView(); | ||
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// If we don't have a depth texture OR if its size is different | ||
// from the canvasTexture when make a new depth texture | ||
if ( | ||
!depthTexture || | ||
depthTexture.width !== canvasTexture.width || | ||
depthTexture.height !== canvasTexture.height | ||
) { | ||
if (depthTexture) { | ||
depthTexture.destroy(); | ||
} | ||
depthTexture = device.createTexture({ | ||
size: [canvasTexture.width, canvasTexture.height], | ||
format: 'depth24plus', | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT, | ||
}); | ||
} | ||
renderPassDescriptor.depthStencilAttachment.view = depthTexture.createView(); | ||
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const fov = (60 * Math.PI) / 180; | ||
const aspect = canvas.clientWidth / canvas.clientHeight; | ||
const projection = mat4.perspective(fov, aspect, 0.1, 1000); | ||
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const view = mat4.lookAt( | ||
[-300, 0, 300], // eye | ||
[0, 0, 0], // target | ||
[0, 1, 0] // up | ||
); | ||
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const viewProjection = mat4.multiply(projection, view); | ||
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// make a command encoder to start encoding commands | ||
const encoder = device.createCommandEncoder(); | ||
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// make a render pass encoder to encode render specific commands | ||
const pass = encoder.beginRenderPass(renderPassDescriptor); | ||
pass.setPipeline(litPipeline); | ||
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objectInfos.forEach(({ | ||
uniformBuffer, | ||
uniformValues, | ||
worldViewProjectionMatrixValue, | ||
worldMatrixValue, | ||
litBindGroup, | ||
model: { vertexBuffer, indexBuffer, indexFormat, vertexCount }, | ||
}, i) => { | ||
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const world = mat4.identity(); | ||
mat4.translate(world, [0, 0, Math.sin(i * 3.721 + time * 0.1) * 200], world); | ||
mat4.rotateX(world, i * 4.567, world); | ||
mat4.rotateY(world, i * 2.967, world); | ||
mat4.translate(world, [0, 0, Math.sin(i * 9.721 + time * 0.1) * 200], world); | ||
mat4.rotateX(world, time * 0.53 + i, world); | ||
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mat4.multiply(viewProjection, world, worldViewProjectionMatrixValue); | ||
mat3.fromMat4(world, worldMatrixValue); | ||
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// Upload our uniform values. | ||
device.queue.writeBuffer(uniformBuffer, 0, uniformValues); | ||
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pass.setVertexBuffer(0, vertexBuffer); | ||
pass.setIndexBuffer(indexBuffer, indexFormat); | ||
pass.setBindGroup(0, litBindGroup); | ||
pass.drawIndexed(vertexCount); | ||
}); | ||
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objectInfos.forEach(({ | ||
wireframeBindGroup, | ||
model: { vertexCount }, | ||
}) => { | ||
pass.setPipeline(wireframePipeline); | ||
pass.setBindGroup(0, wireframeBindGroup) | ||
pass.draw(vertexCount * 2); | ||
}); | ||
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pass.end(); | ||
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const commandBuffer = encoder.finish(); | ||
device.queue.submit([commandBuffer]); | ||
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requestAnimationFrame(render); | ||
} | ||
requestAnimationFrame(render); |
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export default { | ||
name: 'Wireframe', | ||
description: ` | ||
This example demonstrates drawing a wireframe from triangles by using the | ||
vertex buffers as storage buffers and then using \`@builtin(vertex_index)\` | ||
to index the vertex data to generate 3 lines per triangle. It uses | ||
array<f32> in the vertex shader so it can pull out \`vec3f\` positions | ||
at any valid stride. | ||
`, | ||
filename: __DIRNAME__, | ||
sources: [ | ||
{ path: 'main.ts' }, | ||
{ path: 'wireframe.wgsl' }, | ||
{ path: 'solidColorLit.wgsl' }, | ||
{ path: 'models.ts' }, | ||
{ path: '../../meshes/box.ts' }, | ||
{ path: '../../meshes/mesh.ts' }, | ||
{ path: 'utils.ts' }, | ||
], | ||
}; |
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