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rotatingCube.ts
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rotatingCube.ts
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import { mat4, vec3 } from 'gl-matrix';
import { cubeVertexArray, cubeVertexSize, cubeColorOffset, cubePositionOffset } from '../cube';
import glslangModule from '../glslang';
export const title = 'Rotating Cube';
export const description = 'The rotating cube demonstrates vertex input \
and update of uniform data every frame.';
export async function init(canvas: HTMLCanvasElement) {
const vertexShaderGLSL = `#version 450
layout(set = 0, binding = 0) uniform Uniforms {
mat4 modelViewProjectionMatrix;
} uniforms;
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 fragColor;
void main() {
gl_Position = uniforms.modelViewProjectionMatrix * position;
fragColor = color;
}
`;
const fragmentShaderGLSL = `#version 450
layout(location = 0) in vec4 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = fragColor;
}
`;
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const glslang = await glslangModule();
const aspect = Math.abs(canvas.width / canvas.height);
let projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, (2 * Math.PI) / 5, aspect, 1, 100.0);
const context = canvas.getContext('gpupresent');
// @ts-ignore:
const swapChain = context.configureSwapChain({
device,
format: "bgra8unorm"
});
const verticesBuffer = device.createBuffer({
size: cubeVertexArray.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
});
verticesBuffer.setSubData(0, cubeVertexArray);
const uniformsBindGroupLayout = device.createBindGroupLayout({
bindings: [{
binding: 0,
visibility: 1,
type: "uniform-buffer"
}]
});
const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [uniformsBindGroupLayout] });
const pipeline = device.createRenderPipeline({
layout: pipelineLayout,
vertexStage: {
module: device.createShaderModule({
code: glslang.compileGLSL(vertexShaderGLSL, "vertex"),
// @ts-ignore
source: vertexShaderGLSL,
transform: source => glslang.compileGLSL(source, "vertex"),
}),
entryPoint: "main"
},
fragmentStage: {
module: device.createShaderModule({
code: glslang.compileGLSL(fragmentShaderGLSL, "fragment"),
// @ts-ignore
source: fragmentShaderGLSL,
transform: source => glslang.compileGLSL(source, "fragment"),
}),
entryPoint: "main"
},
primitiveTopology: "triangle-list",
depthStencilState: {
depthWriteEnabled: true,
depthCompare: "less",
format: "depth24plus-stencil8",
},
vertexState: {
vertexBuffers: [{
arrayStride: cubeVertexSize,
attributes: [{
// position
shaderLocation: 0,
offset: cubePositionOffset,
format: "float4"
}, {
// color
shaderLocation: 1,
offset: cubeColorOffset,
format: "float4"
}]
}],
},
rasterizationState: {
cullMode: 'back',
},
colorStates: [{
format: "bgra8unorm",
}],
});
const depthTexture = device.createTexture({
size: {
width: canvas.width,
height: canvas.height,
depth: 1
},
format: "depth24plus-stencil8",
usage: GPUTextureUsage.OUTPUT_ATTACHMENT
});
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [{
// attachment is acquired and set in render loop.
attachment: undefined,
loadValue: { r: 0.5, g: 0.5, b: 0.5, a: 1.0 },
}],
depthStencilAttachment: {
attachment: depthTexture.createView(),
depthLoadValue: 1.0,
depthStoreOp: "store",
stencilLoadValue: 0,
stencilStoreOp: "store",
}
};
const uniformBufferSize = 4 * 16; // 4x4 matrix
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const uniformBindGroup = device.createBindGroup({
layout: uniformsBindGroupLayout,
bindings: [{
binding: 0,
resource: {
buffer: uniformBuffer,
},
}],
});
function getTransformationMatrix() {
let viewMatrix = mat4.create();
mat4.translate(viewMatrix, viewMatrix, vec3.fromValues(0, 0, -5));
let now = Date.now() / 1000;
mat4.rotate(viewMatrix, viewMatrix, 1, vec3.fromValues(Math.sin(now), Math.cos(now), 0));
let modelViewProjectionMatrix = mat4.create();
mat4.multiply(modelViewProjectionMatrix, projectionMatrix, viewMatrix);
return modelViewProjectionMatrix;
}
return function frame() {
uniformBuffer.setSubData(0, getTransformationMatrix());
renderPassDescriptor.colorAttachments[0].attachment = swapChain.getCurrentTexture().createView();
const commandEncoder = device.createCommandEncoder({});
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, uniformBindGroup);
passEncoder.setVertexBuffer(0, verticesBuffer);
passEncoder.draw(36, 1, 0, 0);
passEncoder.endPass();
device.defaultQueue.submit([commandEncoder.finish()]);
}
}