mirror of
https://github.com/webgpu/webgpufundamentals.git
synced 2026-05-16 04:30:37 -04:00
154 lines
4.0 KiB
HTML
154 lines
4.0 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 Points</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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</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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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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});
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const module = device.createShaderModule({
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code: /* wgsl */ `
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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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@vertex fn vs(vert: Vertex) -> VSOutput {
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var vsOut: VSOutput;
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vsOut.position = vec4f(vert.position, 0, 1);
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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 vec4f(1, 1, 0, 1); // yellow
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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: '1 pixel points',
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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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primitive: {
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topology: 'point-list',
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},
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});
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const rand = (min, max) => min + Math.random() * (max - min);
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const kNumPoints = 100;
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const vertexData = new Float32Array(kNumPoints * 2);
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for (let i = 0; i < kNumPoints; ++i) {
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const offset = i * 2;
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vertexData[offset + 0] = rand(-1, 1);
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vertexData[offset + 1] = rand(-1, 1);
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}
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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 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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clearValue: [0.3, 0.3, 0.3, 1],
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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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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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const canvasTexture = context.getCurrentTexture();
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renderPassDescriptor.colorAttachments[0].view =
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canvasTexture.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.draw(kNumPoints);
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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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