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05-offset-colored-triangle.js
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119 lines (107 loc) · 3.28 KB
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async function main()
{
// get webgpu adapter and device
const adaptor = await navigator.gpu?.requestAdapter();
const device = await adaptor?.requestDevice();
if (!device) {
fail('your browser does not support WebGPU');
return;
}
// create a webgpu context with the canvas
const canvas = document.getElementById("webgpu-canvas");
const context = canvas.getContext("webgpu");
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({device, format});
// vertex and fragment shaders (in one single module)
const module = device.createShaderModule({
label: 'vertex buffer triangle',
code: `
struct VSOut {
@builtin(position) pos : vec4f,
@location(0) color : vec4f,
};
@vertex fn vs(
@location(0) pos : vec2f,
@location(1) color : vec4f
) -> VSOut
{
var out : VSOut;
out.pos = vec4f(pos, 0.0, 1.0);
out.color = color;
return out;
}
@fragment fn fs(vsOut : VSOut) -> @location(0) vec4f
{
return vsOut.color;
}
`,
});
// the rendering pipeline
const pipeline = device.createRenderPipeline({
label: 'vertex buffer triangle pipeline',
layout: 'auto',
vertex: {
entryPoint: 'vs',
module: module,
buffers: [
{
arrayStride: 5 * 4, // 5 floating-point numbers with 4 bytes each
attributes: [
{
shaderLocation: 0,
offset: 0,
format: 'float32x2',
},
{
shaderLocation: 1,
offset: 2 * 4, // the offset is two floating-point numbers
format: 'float32x3',
}
]
},
],
},
fragment: {
entryPoint: 'fs',
module: module,
targets: [{ format: format }],
},
});
// vertex position and color data in one buffer
const vertexData = new Float32Array([
0.0, 0.0, 1.0, 0.0, 0.0,
0.5, 0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 0.0, 1.0,
0.0, 0.0, 1.0, 0.0, 0.0,
0.5, 0.5, 0.0, 0.0, 1.0,
0.0, 0.5, 1.0, 1.0, 0.0
]);
// vertex buffer for both positions and colors
const vertexBuffer = device.createBuffer({
label: 'vertex position buffer of both positions and colors for two triangles',
size: vertexData.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(vertexBuffer, 0, vertexData);
const render = () => {
const textureView = context.getCurrentTexture().createView(); // the output is a texture, and we are getting a "view" of texture as the output of the render pass
const renderPassDescriptor = {
colorAttachments: [{
view: textureView,
clearValue: [1.0, 1.0, 1.0, 1.0], // an arbitrary color you prefer
storeOp: 'store',
loadOp: 'clear',
}],
};
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(vertexData.length / 5);
passEncoder.end();
// fire up the GPU to render the load value to the output texture
device.queue.submit([commandEncoder.finish()]);
};
render();
}
main();