mirror of
https://github.com/webgpu/webgpufundamentals.git
synced 2026-05-16 04:30:37 -04:00
426 lines
12 KiB
HTML
426 lines
12 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 Post Processing - Step 1 - No-op</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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//import GUI from '../3rdparty/muigui-0.x.module.js';
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// A random number between [min and max)
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// With 1 argument it will be [0 to min)
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// With no arguments it will be [0 to 1)
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const rand = (min, max) => {
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if (min === undefined) {
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min = 0;
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max = 1;
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} else if (max === undefined) {
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max = min;
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min = 0;
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}
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return min + Math.random() * (max - min);
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};
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function createCircleVertices({
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radius = 1,
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numSubdivisions = 24,
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innerRadius = 0,
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startAngle = 0,
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endAngle = Math.PI * 2,
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} = {}) {
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// 2 triangles per subdivision, 3 verts per tri
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const numVertices = numSubdivisions * 3 * 2;
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// 2 32-bit values for position (xy) and 1 32-bit value for color (rgb_)
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// The 32-bit color value will be written/read as 4 8-bit values
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const vertexData = new Float32Array(numVertices * (2 + 1));
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const colorData = new Uint8Array(vertexData.buffer);
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let offset = 0;
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let colorOffset = 8;
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const addVertex = (x, y, r, g, b) => {
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vertexData[offset++] = x;
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vertexData[offset++] = y;
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offset += 1; // skip the color
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colorData[colorOffset++] = r * 255;
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colorData[colorOffset++] = g * 255;
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colorData[colorOffset++] = b * 255;
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colorOffset += 9; // skip extra byte and the position
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};
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const innerColor = [1, 1, 1];
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const outerColor = [0.1, 0.1, 0.1];
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// 2 vertices per subdivision
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//
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// 0--1 4
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// | / /|
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// |/ / |
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// 2 3--5
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for (let i = 0; i < numSubdivisions; ++i) {
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const angle1 = startAngle + (i + 0) * (endAngle - startAngle) / numSubdivisions;
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const angle2 = startAngle + (i + 1) * (endAngle - startAngle) / numSubdivisions;
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const c1 = Math.cos(angle1);
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const s1 = Math.sin(angle1);
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const c2 = Math.cos(angle2);
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const s2 = Math.sin(angle2);
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// first triangle
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addVertex(c1 * radius, s1 * radius, ...outerColor);
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addVertex(c2 * radius, s2 * radius, ...outerColor);
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addVertex(c1 * innerRadius, s1 * innerRadius, ...innerColor);
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// second triangle
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addVertex(c1 * innerRadius, s1 * innerRadius, ...innerColor);
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addVertex(c2 * radius, s2 * radius, ...outerColor);
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addVertex(c2 * innerRadius, s2 * innerRadius, ...innerColor);
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}
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return {
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vertexData,
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numVertices,
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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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});
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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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@location(1) color: vec4f,
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@location(2) offset: vec2f,
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@location(3) scale: vec2f,
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@location(4) perVertexColor: vec3f,
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};
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struct VSOutput {
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@builtin(position) position: vec4f,
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@location(0) color: vec4f,
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};
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@vertex fn vs(
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vert: Vertex,
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) -> VSOutput {
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var vsOut: VSOutput;
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vsOut.position = vec4f(
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vert.position * vert.scale + vert.offset, 0.0, 1.0);
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vsOut.color = vert.color * vec4f(vert.perVertexColor, 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 vsOut.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: 'per vertex color',
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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 + 4, // 2 floats, 4 bytes each + 4 bytes
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attributes: [
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{shaderLocation: 0, offset: 0, format: 'float32x2'}, // position
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{shaderLocation: 4, offset: 8, format: 'unorm8x4'}, // perVertexColor
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],
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},
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{
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arrayStride: 4, // 4 bytes
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stepMode: 'instance',
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attributes: [
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{shaderLocation: 1, offset: 0, format: 'unorm8x4'}, // color
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],
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},
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{
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arrayStride: 4 * 4, // 4 floats, 4 bytes each
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stepMode: 'instance',
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attributes: [
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{shaderLocation: 2, offset: 0, format: 'float32x2'}, // offset
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{shaderLocation: 3, offset: 8, format: 'float32x2'}, // scale
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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: 'rgba8unorm' }],
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},
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});
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const kNumObjects = 10000;
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const objectInfos = [];
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// create 2 vertex buffers
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const staticUnitSize =
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4; // color is 4 bytes
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const changingUnitSize =
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2 * 4 + // offset is 2 32bit floats (4bytes each)
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2 * 4; // scale is 2 32bit floats (4bytes each)
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const staticVertexBufferSize = staticUnitSize * kNumObjects;
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const changingVertexBufferSize = changingUnitSize * kNumObjects;
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const staticVertexBuffer = device.createBuffer({
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label: 'static vertex for objects',
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size: staticVertexBufferSize,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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const changingVertexBuffer = device.createBuffer({
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label: 'changing storage for objects',
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size: changingVertexBufferSize,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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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 kOffsetOffset = 0;
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const kScaleOffset = 2;
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{
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const staticVertexValuesU8 = new Uint8Array(staticVertexBufferSize);
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for (let i = 0; i < kNumObjects; ++i) {
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const staticOffsetU8 = i * staticUnitSize;
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// These are only set once so set them now
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staticVertexValuesU8.set( // set the color
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[rand() * 255, rand() * 255, rand() * 255, 255],
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staticOffsetU8 + kColorOffset);
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objectInfos.push({
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scale: rand(0.2, 0.5),
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offset: [rand(-0.9, 0.9), rand(-0.9, 0.9)],
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velocity: [rand(-0.1, 0.1), rand(-0.1, 0.1)],
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});
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}
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device.queue.writeBuffer(staticVertexBuffer, 0, staticVertexValuesU8);
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}
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// a typed array we can use to update the changingStorageBuffer
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const vertexValues = new Float32Array(changingVertexBufferSize / 4);
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const { vertexData, numVertices } = createCircleVertices({
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radius: 0.5,
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innerRadius: 0.25,
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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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const postProcessModule = device.createShaderModule({
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code: /* wgsl */ `
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struct VSOutput {
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@builtin(position) position: vec4f,
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@location(0) texcoord: vec2f,
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};
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@vertex fn vs(
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@builtin(vertex_index) vertexIndex : u32,
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) -> VSOutput {
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var pos = array(
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vec2f(-1.0, -1.0),
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vec2f(-1.0, 3.0),
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vec2f( 3.0, -1.0),
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);
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var vsOutput: VSOutput;
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let xy = pos[vertexIndex];
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vsOutput.position = vec4f(xy, 0.0, 1.0);
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vsOutput.texcoord = xy * vec2f(0.5, -0.5) + vec2f(0.5);
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return vsOutput;
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}
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@group(0) @binding(0) var postTexture2d: texture_2d<f32>;
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@group(0) @binding(1) var postSampler: sampler;
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@fragment fn fs2d(fsInput: VSOutput) -> @location(0) vec4f {
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let color = textureSample(postTexture2d, postSampler, fsInput.texcoord);
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return vec4f(color);
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}
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`,
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});
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const postProcessPipeline = device.createRenderPipeline({
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layout: 'auto',
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vertex: { module: postProcessModule },
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fragment: {
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module: postProcessModule,
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targets: [ { format: presentationFormat }],
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},
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});
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const postProcessSampler = device.createSampler({
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minFilter: 'linear',
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magFilter: 'linear',
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});
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const postProcessRenderPassDescriptor = {
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label: 'post process render pass',
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colorAttachments: [
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{ loadOp: 'clear', storeOp: 'store' },
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],
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};
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let renderTarget;
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let postProcessBindGroup;
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function setupPostProcess(canvasTexture) {
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if (renderTarget?.width === canvasTexture.width &&
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renderTarget?.height === canvasTexture.height) {
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return;
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}
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renderTarget?.destroy();
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renderTarget = device.createTexture({
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size: canvasTexture,
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format: 'rgba8unorm',
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usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
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});
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const renderTargetView = renderTarget.createView();
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renderPassDescriptor.colorAttachments[0].view = renderTargetView;
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postProcessBindGroup = device.createBindGroup({
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layout: postProcessPipeline.getBindGroupLayout(0),
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entries: [
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{ binding: 0, resource: renderTargetView },
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{ binding: 1, resource: postProcessSampler },
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],
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});
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}
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function postProcess(encoder, srcTexture, dstTexture) {
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postProcessRenderPassDescriptor.colorAttachments[0].view = dstTexture.createView();
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const pass = encoder.beginRenderPass(postProcessRenderPassDescriptor);
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pass.setPipeline(postProcessPipeline);
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pass.setBindGroup(0, postProcessBindGroup);
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pass.draw(3);
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pass.end();
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}
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const settings = {
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numObjects: 200,
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};
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//const gui = new GUI();
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const euclideanModulo = (x, a) => x - a * Math.floor(x / a);
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let then = 0;
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function render(now) {
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now *= 0.001; // convert to seconds
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const deltaTime = now - then;
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then = now;
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const canvasTexture = context.getCurrentTexture();
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setupPostProcess(canvasTexture);
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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.setVertexBuffer(1, staticVertexBuffer);
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pass.setVertexBuffer(2, changingVertexBuffer);
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// Set the uniform values in our JavaScript side Float32Array
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const aspect = canvas.width / canvas.height;
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// set the scales for each object
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for (let ndx = 0; ndx < settings.numObjects; ++ndx) {
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const {scale, offset, velocity} = objectInfos[ndx];
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// -1.5 to 1.5
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offset[0] = euclideanModulo(offset[0] + velocity[0] * deltaTime + 1.5, 3) - 1.5;
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offset[1] = euclideanModulo(offset[1] + velocity[1] * deltaTime + 1.5, 3) - 1.5;
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const off = ndx * (changingUnitSize / 4);
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vertexValues.set(offset, off + kOffsetOffset);
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vertexValues.set([scale / aspect, scale], off + kScaleOffset);
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}
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// upload all offsets and scales at once
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device.queue.writeBuffer(
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changingVertexBuffer, 0,
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vertexValues, 0, settings.numObjects * changingUnitSize / 4);
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pass.draw(numVertices, settings.numObjects);
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pass.end();
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postProcess(encoder, renderTarget, canvasTexture);
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const commandBuffer = encoder.finish();
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device.queue.submit([commandBuffer]);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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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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}
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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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