mirror of
https://github.com/webgpu/webgpufundamentals.git
synced 2026-05-16 05:41:01 -04:00
360 lines
9.5 KiB
HTML
360 lines
9.5 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>WebGPU Matrix Transform TRS</title>
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<style>
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@import url(resources/webgpu-lesson.css);
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html, body {
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margin: 0; /* remove the default margin */
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height: 100%; /* make the html,body fill the page */
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}
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canvas {
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display: block; /* make the canvas act like a block */
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width: 100%; /* make the canvas fill its container */
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height: 100%;
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}
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:root {
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--bg-color: #fff;
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--line-color-1: #AAA;
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--line-color-2: #DDD;
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}
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@media (prefers-color-scheme: dark) {
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:root {
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--bg-color: #000;
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--line-color-1: #666;
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--line-color-2: #333;
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}
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}
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canvas {
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display: block; /* make the canvas act like a block */
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width: 100%; /* make the canvas fill its container */
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height: 100%;
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background-color: var(--bg-color);
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background-image: linear-gradient(var(--line-color-1) 1.5px, transparent 1.5px),
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linear-gradient(90deg, var(--line-color-1) 1.5px, transparent 1.5px),
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linear-gradient(var(--line-color-2) 1px, transparent 1px),
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linear-gradient(90deg, var(--line-color-2) 1px, transparent 1px);
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background-position: -1.5px -1.5px, -1.5px -1.5px, -1px -1px, -1px -1px;
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background-size: 100px 100px, 100px 100px, 10px 10px, 10px 10px;
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}
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</style>
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</head>
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<body>
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<canvas></canvas>
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</body>
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<script type="module">
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import GUI from '../3rdparty/muigui-0.x.module.js';
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function createFVertices() {
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const vertexData = new Float32Array([
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// left column
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0, 0,
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30, 0,
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0, 150,
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30, 150,
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// top rung
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30, 0,
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100, 0,
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30, 30,
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100, 30,
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// middle rung
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30, 60,
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70, 60,
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30, 90,
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70, 90,
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]);
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const indexData = new Uint32Array([
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0, 1, 2, 2, 1, 3, // left column
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4, 5, 6, 6, 5, 7, // top run
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8, 9, 10, 10, 9, 11, // middle run
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]);
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return {
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vertexData,
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indexData,
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numVertices: indexData.length,
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};
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}
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const mat3 = {
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multiply(a, b) {
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const a00 = a[0 * 4 + 0];
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const a01 = a[0 * 4 + 1];
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const a02 = a[0 * 4 + 2];
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const a10 = a[1 * 4 + 0];
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const a11 = a[1 * 4 + 1];
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const a12 = a[1 * 4 + 2];
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const a20 = a[2 * 4 + 0];
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const a21 = a[2 * 4 + 1];
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const a22 = a[2 * 4 + 2];
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const b00 = b[0 * 4 + 0];
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const b01 = b[0 * 4 + 1];
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const b02 = b[0 * 4 + 2];
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const b10 = b[1 * 4 + 0];
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const b11 = b[1 * 4 + 1];
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const b12 = b[1 * 4 + 2];
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const b20 = b[2 * 4 + 0];
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const b21 = b[2 * 4 + 1];
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const b22 = b[2 * 4 + 2];
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return [
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b00 * a00 + b01 * a10 + b02 * a20,
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b00 * a01 + b01 * a11 + b02 * a21,
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b00 * a02 + b01 * a12 + b02 * a22,
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0,
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b10 * a00 + b11 * a10 + b12 * a20,
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b10 * a01 + b11 * a11 + b12 * a21,
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b10 * a02 + b11 * a12 + b12 * a22,
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0,
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b20 * a00 + b21 * a10 + b22 * a20,
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b20 * a01 + b21 * a11 + b22 * a21,
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b20 * a02 + b21 * a12 + b22 * a22,
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0,
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];
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},
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translation([tx, ty]) {
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return [
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1, 0, 0, 0,
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0, 1, 0, 0,
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tx, ty, 1, 0,
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];
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},
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rotation(angleInRadians) {
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const c = Math.cos(angleInRadians);
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const s = Math.sin(angleInRadians);
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return [
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c, s, 0, 0,
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-s, c, 0, 0,
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0, 0, 1, 0,
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];
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},
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scaling([sx, sy]) {
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return [
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sx, 0, 0, 0,
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0, sy, 0, 0,
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0, 0, 1, 0,
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];
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},
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};
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async function main() {
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const adapter = await navigator.gpu?.requestAdapter();
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const device = await adapter?.requestDevice();
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if (!device) {
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fail('need a browser that supports WebGPU');
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return;
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}
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// Get a WebGPU context from the canvas and configure it
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const canvas = document.querySelector('canvas');
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const context = canvas.getContext('webgpu');
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const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
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context.configure({
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device,
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format: presentationFormat,
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alphaMode: 'premultiplied',
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});
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const module = device.createShaderModule({
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code: /* wgsl */ `
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struct Uniforms {
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color: vec4f,
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resolution: vec2f,
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matrix: mat3x3f,
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};
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struct Vertex {
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@location(0) position: vec2f,
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};
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struct VSOutput {
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@builtin(position) position: vec4f,
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};
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@group(0) @binding(0) var<uniform> uni: Uniforms;
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@vertex fn vs(vert: Vertex) -> VSOutput {
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var vsOut: VSOutput;
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// Multiply by a matrix
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let position = (uni.matrix * vec3f(vert.position, 1)).xy;
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// convert the position from pixels to a 0.0 to 1.0 value
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let zeroToOne = position / uni.resolution;
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// convert from 0 <-> 1 to 0 <-> 2
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let zeroToTwo = zeroToOne * 2.0;
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// covert from 0 <-> 2 to -1 <-> +1 (clip space)
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let flippedClipSpace = zeroToTwo - 1.0;
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// flip Y
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let clipSpace = flippedClipSpace * vec2f(1, -1);
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vsOut.position = vec4f(clipSpace, 0.0, 1.0);
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return vsOut;
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}
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@fragment fn fs(vsOut: VSOutput) -> @location(0) vec4f {
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return uni.color;
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}
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`,
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});
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const pipeline = device.createRenderPipeline({
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label: 'just 2d position',
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layout: 'auto',
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vertex: {
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module,
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buffers: [
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{
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arrayStride: (2) * 4, // (2) floats, 4 bytes each
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attributes: [
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{shaderLocation: 0, offset: 0, format: 'float32x2'}, // position
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],
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},
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],
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},
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fragment: {
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module,
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targets: [{ format: presentationFormat }],
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},
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});
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// color, resolution, padding, matrix
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const uniformBufferSize = (4 + 2 + 2 + 12) * 4;
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const uniformBuffer = device.createBuffer({
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label: 'uniforms',
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size: uniformBufferSize,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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const uniformValues = new Float32Array(uniformBufferSize / 4);
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// offsets to the various uniform values in float32 indices
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const kColorOffset = 0;
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const kResolutionOffset = 4;
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const kMatrixOffset = 8;
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const colorValue = uniformValues.subarray(kColorOffset, kColorOffset + 4);
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const resolutionValue = uniformValues.subarray(kResolutionOffset, kResolutionOffset + 2);
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const matrixValue = uniformValues.subarray(kMatrixOffset, kMatrixOffset + 12);
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// The color will not change so let's set it once at init time
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colorValue.set([Math.random(), Math.random(), Math.random(), 1]);
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const { vertexData, indexData, numVertices } = createFVertices();
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const vertexBuffer = device.createBuffer({
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label: 'vertex buffer vertices',
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size: vertexData.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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device.queue.writeBuffer(vertexBuffer, 0, vertexData);
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const indexBuffer = device.createBuffer({
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label: 'index buffer',
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size: indexData.byteLength,
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usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
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});
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device.queue.writeBuffer(indexBuffer, 0, indexData);
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const bindGroup = device.createBindGroup({
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label: 'bind group for object',
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layout: pipeline.getBindGroupLayout(0),
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entries: [
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{ binding: 0, resource: uniformBuffer },
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],
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});
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const renderPassDescriptor = {
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label: 'our basic canvas renderPass',
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colorAttachments: [
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{
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// view: <- to be filled out when we render
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loadOp: 'clear',
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storeOp: 'store',
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},
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],
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};
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const degToRad = d => d * Math.PI / 180;
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const settings = {
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translation: [150, 100],
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rotation: degToRad(30),
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scale: [1, 1],
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};
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const radToDegOptions = { min: -360, max: 360, step: 1, converters: GUI.converters.radToDeg };
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const gui = new GUI();
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gui.onChange(render);
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gui.add(settings.translation, '0', 0, 1000).name('translation.x');
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gui.add(settings.translation, '1', 0, 1000).name('translation.y');
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gui.add(settings, 'rotation', radToDegOptions);
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gui.add(settings.scale, '0', -5, 5).name('scale.x');
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gui.add(settings.scale, '1', -5, 5).name('scale.y');
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function render() {
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// Get the current texture from the canvas context and
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// set it as the texture to render to.
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renderPassDescriptor.colorAttachments[0].view =
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context.getCurrentTexture().createView();
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const encoder = device.createCommandEncoder();
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const pass = encoder.beginRenderPass(renderPassDescriptor);
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pass.setPipeline(pipeline);
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pass.setVertexBuffer(0, vertexBuffer);
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pass.setIndexBuffer(indexBuffer, 'uint32');
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const translationMatrix = mat3.translation(settings.translation);
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const rotationMatrix = mat3.rotation(settings.rotation);
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const scaleMatrix = mat3.scaling(settings.scale);
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let matrix = mat3.multiply(translationMatrix, rotationMatrix);
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matrix = mat3.multiply(matrix, scaleMatrix);
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// Set the uniform values in our JavaScript side Float32Array
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resolutionValue.set([canvas.width, canvas.height]);
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matrixValue.set(matrix);
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// upload the uniform values to the uniform buffer
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device.queue.writeBuffer(uniformBuffer, 0, uniformValues);
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pass.setBindGroup(0, bindGroup);
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pass.drawIndexed(numVertices);
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pass.end();
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const commandBuffer = encoder.finish();
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device.queue.submit([commandBuffer]);
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}
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const observer = new ResizeObserver(entries => {
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for (const entry of entries) {
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const canvas = entry.target;
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const width = entry.contentBoxSize[0].inlineSize;
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const height = entry.contentBoxSize[0].blockSize;
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canvas.width = Math.max(1, Math.min(width, device.limits.maxTextureDimension2D));
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canvas.height = Math.max(1, Math.min(height, device.limits.maxTextureDimension2D));
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// re-render
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render();
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}
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});
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observer.observe(canvas);
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}
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function fail(msg) {
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alert(msg);
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}
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main();
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</script>
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</html>
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