| const vertexData = new Float32Array( |
| [ |
| // float4 position, float4 color |
| 1, -1, 1, 1, 1, 0, 1, 1, |
| -1, -1, 1, 1, 0, 0, 1, 1, |
| -1, -1, -1, 1, 0, 0, 0, 1, |
| 1, -1, -1, 1, 1, 0, 0, 1, |
| 1, -1, 1, 1, 1, 0, 1, 1, |
| -1, -1, -1, 1, 0, 0, 0, 1, |
| |
| 1, 1, 1, 1, 1, 1, 1, 1, |
| 1, -1, 1, 1, 1, 0, 1, 1, |
| 1, -1, -1, 1, 1, 0, 0, 1, |
| 1, 1, -1, 1, 1, 1, 0, 1, |
| 1, 1, 1, 1, 1, 1, 1, 1, |
| 1, -1, -1, 1, 1, 0, 0, 1, |
| |
| -1, 1, 1, 1, 0, 1, 1, 1, |
| 1, 1, 1, 1, 1, 1, 1, 1, |
| 1, 1, -1, 1, 1, 1, 0, 1, |
| -1, 1, -1, 1, 0, 1, 0, 1, |
| -1, 1, 1, 1, 0, 1, 1, 1, |
| 1, 1, -1, 1, 1, 1, 0, 1, |
| |
| -1, -1, 1, 1, 0, 0, 1, 1, |
| -1, 1, 1, 1, 0, 1, 1, 1, |
| -1, 1, -1, 1, 0, 1, 0, 1, |
| -1, -1, -1, 1, 0, 0, 0, 1, |
| -1, -1, 1, 1, 0, 0, 1, 1, |
| -1, 1, -1, 1, 0, 1, 0, 1, |
| |
| 1, 1, 1, 1, 1, 1, 1, 1, |
| -1, 1, 1, 1, 0, 1, 1, 1, |
| -1, -1, 1, 1, 0, 0, 1, 1, |
| -1, -1, 1, 1, 0, 0, 1, 1, |
| 1, -1, 1, 1, 1, 0, 1, 1, |
| 1, 1, 1, 1, 1, 1, 1, 1, |
| |
| 1, -1, -1, 1, 1, 0, 0, 1, |
| -1, -1, -1, 1, 0, 0, 0, 1, |
| -1, 1, -1, 1, 0, 1, 0, 1, |
| 1, 1, -1, 1, 1, 1, 0, 1, |
| 1, -1, -1, 1, 1, 0, 0, 1, |
| -1, 1, -1, 1, 0, 1, 0, 1, |
| ]); |
| |
| const NumActiveUniformBuffers = 3; |
| |
| let gpu; |
| let commandQueue; |
| let renderPassDescriptor; |
| let renderPipelineState; |
| let depthStencilState; |
| let projectionMatrix = mat4.create(); |
| |
| let uniformBuffers = new Array(NumActiveUniformBuffers); |
| var currentUniformBufferIndex = 0; |
| |
| window.addEventListener("load", init, false); |
| |
| function init() { |
| |
| if (!checkForWebGPU()) { |
| return; |
| } |
| |
| let canvas = document.querySelector("canvas"); |
| let canvasSize = canvas.getBoundingClientRect(); |
| canvas.width = canvasSize.width; |
| canvas.height = canvasSize.height; |
| |
| let aspect = Math.abs(canvasSize.width / canvasSize.height); |
| mat4.perspective(projectionMatrix, (2 * Math.PI) / 5, aspect, 1, 100.0); |
| |
| gpu = canvas.getContext("webgpu"); |
| commandQueue = gpu.createCommandQueue(); |
| |
| let library = gpu.createLibrary(document.getElementById("library").text); |
| let vertexFunction = library.functionWithName("vertex_main"); |
| let fragmentFunction = library.functionWithName("fragment_main"); |
| |
| if (!library || !fragmentFunction || !vertexFunction) { |
| return; |
| } |
| |
| let pipelineDescriptor = new WebGPURenderPipelineDescriptor(); |
| pipelineDescriptor.vertexFunction = vertexFunction; |
| pipelineDescriptor.fragmentFunction = fragmentFunction; |
| // NOTE: Our API proposal has these values as enums, not constant numbers. |
| // We haven't got around to implementing the enums yet. |
| pipelineDescriptor.colorAttachments[0].pixelFormat = gpu.PixelFormatBGRA8Unorm; |
| pipelineDescriptor.depthAttachmentPixelFormat = gpu.PixelFormatDepth32Float; |
| |
| renderPipelineState = gpu.createRenderPipelineState(pipelineDescriptor); |
| |
| let depthStencilDescriptor = new WebGPUDepthStencilDescriptor(); |
| depthStencilDescriptor.depthWriteEnabled = true; |
| depthStencilDescriptor.depthCompareFunction = "less"; |
| |
| depthStencilState = gpu.createDepthStencilState(depthStencilDescriptor); |
| |
| for (let i = 0; i < NumActiveUniformBuffers; i++) { |
| uniformBuffers[i] = gpu.createBuffer(new Float32Array(16)); |
| } |
| |
| let depthTextureDescriptor = new WebGPUTextureDescriptor(gpu.PixelFormatDepth32Float, canvasSize.width, canvasSize.height, false); |
| // NOTE: Our API proposal has some of these values as enums, not constant numbers. |
| // We haven't got around to implementing the enums yet. |
| depthTextureDescriptor.textureType = gpu.TextureType2D; |
| depthTextureDescriptor.sampleCount = 1; |
| depthTextureDescriptor.usage = gpu.TextureUsageUnknown; |
| depthTextureDescriptor.storageMode = gpu.StorageModePrivate; |
| |
| let depthTexture = gpu.createTexture(depthTextureDescriptor); |
| |
| renderPassDescriptor = new WebGPURenderPassDescriptor(); |
| // NOTE: Our API proposal has some of these values as enums, not constant numbers. |
| // We haven't got around to implementing the enums yet. |
| renderPassDescriptor.colorAttachments[0].loadAction = gpu.LoadActionClear; |
| renderPassDescriptor.colorAttachments[0].storeAction = gpu.StoreActionStore; |
| renderPassDescriptor.colorAttachments[0].clearColor = [0.35, 0.65, 0.85, 1.0]; |
| renderPassDescriptor.depthAttachment.loadAction = gpu.LoadActionClear; |
| renderPassDescriptor.depthAttachment.storeAction = gpu.StoreActionDontCare; |
| renderPassDescriptor.depthAttachment.clearDepth = 1.0; |
| renderPassDescriptor.depthAttachment.texture = depthTexture; |
| |
| vertexBuffer = gpu.createBuffer(vertexData); |
| render(); |
| } |
| |
| function render() { |
| |
| updateUniformData(currentUniformBufferIndex); |
| |
| let commandBuffer = commandQueue.createCommandBuffer(); |
| |
| let drawable = gpu.nextDrawable(); |
| |
| renderPassDescriptor.colorAttachments[0].texture = drawable.texture; |
| |
| let commandEncoder = commandBuffer.createRenderCommandEncoderWithDescriptor(renderPassDescriptor); |
| commandEncoder.setDepthStencilState(depthStencilState); |
| commandEncoder.setRenderPipelineState(renderPipelineState); |
| commandEncoder.setVertexBuffer(vertexBuffer, 0, 0); |
| commandEncoder.setVertexBuffer(uniformBuffers[currentUniformBufferIndex], 0, 1); |
| |
| // NOTE: Our API proposal uses the enum value "triangle" here. We haven't got around to implementing the enums yet. |
| commandEncoder.drawPrimitives(gpu.PrimitiveTypeTriangle, 0, 36); |
| |
| commandEncoder.endEncoding(); |
| commandBuffer.presentDrawable(drawable); |
| commandBuffer.commit(); |
| |
| currentUniformBufferIndex = (currentUniformBufferIndex + 1) % NumActiveUniformBuffers; |
| requestAnimationFrame(render); |
| } |
| |
| function updateUniformData(index) { |
| |
| let viewMatrix = mat4.create(); |
| mat4.translate(viewMatrix, viewMatrix, vec3.fromValues(0, 0, -5)); |
| let now = Date.now() / 1000; |
| mat4.rotate(viewMatrix, viewMatrix, 1, vec3.fromValues(Math.sin(now), Math.cos(now), 0)); |
| |
| let modelViewProjectionMatrix = mat4.create(); |
| mat4.multiply(modelViewProjectionMatrix, projectionMatrix, viewMatrix); |
| |
| let uniform = new Float32Array(uniformBuffers[index].contents); |
| for (let i = 0; i < 16; i++) { |
| uniform[i] = modelViewProjectionMatrix[i]; |
| } |
| } |