mirror of
https://github.com/webgpu/webgpufundamentals.git
synced 2026-05-16 10:20:57 -04:00
107 lines
2.7 KiB
HTML
107 lines
2.7 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 Simple Triangle</title>
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<style>
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@import url(resources/webgpu-lesson.css);
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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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label: 'our hardcoded red triangle shaders',
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code: /* wgsl */ `
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@vertex fn vs(
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@builtin(vertex_index) vertexIndex : u32
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) -> @builtin(position) vec4f {
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let pos = array(
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vec2f( 0.0, 0.5), // top center
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vec2f(-0.5, -0.5), // bottom left
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vec2f( 0.5, -0.5) // bottom right
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);
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return vec4f(pos[vertexIndex], 0.0, 1.0);
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}
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@fragment fn fs() -> @location(0) vec4f {
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return vec4f(1, 0, 0, 1);
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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: 'our hardcoded red triangle pipeline',
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layout: 'auto',
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vertex: {
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module,
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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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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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renderPassDescriptor.colorAttachments[0].view =
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context.getCurrentTexture().createView();
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// make a command encoder to start encoding commands
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const encoder = device.createCommandEncoder({ label: 'our encoder' });
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// make a render pass encoder to encode render specific commands
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const pass = encoder.beginRenderPass(renderPassDescriptor);
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pass.setPipeline(pipeline);
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pass.draw(3); // call our vertex shader 3 times.
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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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render();
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}
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function fail(msg) {
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// eslint-disable-next-line no-alert
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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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