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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 { createWindow, mainloop } from "../mod.ts"; | ||
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const basicVertWGSL = ` | ||
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; | ||
} | ||
`; | ||
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const sampleSelfWGSL = ` | ||
@binding(1) @group(0) var mySampler: sampler; | ||
@binding(2) @group(0) var myTexture: texture_2d<f32>; | ||
@fragment | ||
fn main( | ||
@location(0) fragUV: vec2<f32>, | ||
@location(1) fragPosition: vec4<f32> | ||
) -> @location(0) vec4<f32> { | ||
let texColor = textureSample(myTexture, mySampler, fragUV * 0.8 + vec2(0.1)); | ||
let f = select(1.0, 0.0, length(texColor.rgb - vec3(0.5)) < 0.01); | ||
return f * texColor + (1.0 - f) * fragPosition; | ||
} | ||
`; | ||
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const adapter = await navigator.gpu.requestAdapter(); | ||
const device = await adapter!.requestDevice(); | ||
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const cubeVertexSize = 4 * 10; | ||
const cubePositionOffset = 0; | ||
const cubeUVOffset = 4 * 8; | ||
const cubeVertexCount = 36; | ||
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// 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, | ||
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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, | ||
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-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, | ||
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-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, | ||
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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, | ||
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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, | ||
]); | ||
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const window = createWindow({ | ||
title: "Deno Window Manager", | ||
width: 512, | ||
height: 512, | ||
resizable: true, | ||
}); | ||
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const { width, height } = window.framebufferSize; | ||
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const surface = window.windowSurface(); | ||
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const context = surface.getContext("webgpu"); | ||
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const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
context.configure({ | ||
device, | ||
format: presentationFormat, | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC, | ||
// alphaMode: "premultiplied", | ||
width, | ||
height, | ||
}); | ||
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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, | ||
}), | ||
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: sampleSelfWGSL, | ||
}), | ||
entryPoint: "main", | ||
targets: [ | ||
{ | ||
format: presentationFormat, | ||
}, | ||
], | ||
}, | ||
primitive: { | ||
topology: "triangle-list", | ||
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// 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", | ||
}, | ||
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// Enable depth testing so that the fragment closest to the camera | ||
// is rendered in front. | ||
depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: "less", | ||
format: "depth24plus", | ||
}, | ||
}); | ||
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const depthTexture = device.createTexture({ | ||
size: [width, 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 cubeTexture = device.createTexture({ | ||
size: [width, height], | ||
format: presentationFormat, | ||
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST, | ||
}); | ||
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const sampler = device.createSampler({ | ||
magFilter: "linear", | ||
minFilter: "linear", | ||
}); | ||
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const uniformBindGroup = device.createBindGroup({ | ||
layout: pipeline.getBindGroupLayout(0), | ||
entries: [ | ||
{ | ||
binding: 0, | ||
resource: { | ||
buffer: uniformBuffer, | ||
}, | ||
}, | ||
{ | ||
binding: 1, | ||
resource: sampler, | ||
}, | ||
{ | ||
binding: 2, | ||
resource: cubeTexture.createView(), | ||
}, | ||
], | ||
}); | ||
const renderPassDescriptor: GPURenderPassDescriptor = { | ||
colorAttachments: [ | ||
{ | ||
view: undefined!, // Assigned later | ||
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clearValue: { r: 0.5, g: 0.5, b: 0.5, a: 1.0 }, | ||
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 = width / 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 as Float32Array; | ||
} | ||
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mainloop(() => { | ||
const transformationMatrix = getTransformationMatrix(); | ||
device.queue.writeBuffer( | ||
uniformBuffer, | ||
0, | ||
transformationMatrix.buffer, | ||
transformationMatrix.byteOffset, | ||
transformationMatrix.byteLength, | ||
); | ||
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const swapChainTexture = context.getCurrentTexture(); | ||
// prettier-ignore | ||
renderPassDescriptor.colorAttachments[0]!.view = swapChainTexture | ||
.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(); | ||
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// Copy the rendering results from the swapchain into |cubeTexture|. | ||
commandEncoder.copyTextureToTexture( | ||
{ | ||
texture: swapChainTexture, | ||
}, | ||
{ | ||
texture: cubeTexture, | ||
}, | ||
[width, height], | ||
); | ||
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device.queue.submit([commandEncoder.finish()]); | ||
surface.present(); | ||
}, false); |