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script.js
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script.js
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import {Camera} from "../libs/webgpu/Camera.js";
import {RoundCameraController} from '../libs/webgpu/RoundCameraController.js';
import {SceneObject} from '../libs/webgpu/SceneObject.js';
import {
GPUBlendFactor,
GPUBlendOperation,
GPUBufferBindingType,
GPUCompareFunction,
GPUCullMode,
GPUFrontFace,
GPUIndexFormat,
GPULoadOp,
GPUPrimitiveTopology,
GPUStoreOp,
GPUTextureDimension,
GPUTextureFormat,
GPUVertexFormat,
GPUVertexStepMode
} from "../libs/webgpu/GPUEnum.js";
import {GLTFLoader} from "./GLTFLoader.js";
import {GUI} from "../libs/third_party/lil.gui.esm.js"
import {Primitive, PrimitiveAttribute} from "../libs/webgpu/primitive/Primitive.js";
import {Color} from "../libs/webgpu/Color.js";
const RAD = Math.PI / 180;
const MAX_NUM = 20000;
const COLOR_AMBIENT_LIGHT = vec4.fromValues(0.2, 0.2, 0.2, 1.0);
const COLOR_DIRECTIONAL_LIGHT = vec4.fromValues(0.8, 0.8, 0.8, 1.0);
async function init() {
const adapter = await navigator.gpu?.requestAdapter();
const device = await adapter?.requestDevice({});
const canvas = document.getElementById('myCanvas');
canvas.width = Math.floor(innerWidth * devicePixelRatio);
canvas.height = Math.floor(innerHeight * devicePixelRatio);
canvas.style.width = innerWidth + "px";
canvas.style.height = innerHeight + "px";
const context = canvas.getContext('webgpu');
if (!adapter || !device || !context) {
notSupportedDescription.style.display = "block";
canvas.style.display = "none";
return;
}
notSupportedDescription.style.display = "none";
canvas.style.display = "inline";
const stats = new Stats();
document.body.appendChild(stats.dom);
const swapChainFormat = navigator.gpu.getPreferredCanvasFormat();
const swapChain = context.configure({
device: device,
format: swapChainFormat,
});
// language=WGSL
const vertexShaderWGSL = `
struct VariableInstanceUniforms {
mMatrix : mat4x4<f32>
};
struct FixedInstanceUniforms {
color : vec4<f32>
};
struct CommonUniforms {
vpMatrix : mat4x4<f32>,
ambientLightColor : vec4<f32>,
directionalLightColor : vec4<f32>,
directionalLightDirection : vec3<f32>
};
@binding(0) @group(0) var<uniform> variableInstanceUniforms : VariableInstanceUniforms;
@binding(1) @group(0) var<uniform> fixedInstanceUniforms : FixedInstanceUniforms;
@binding(0) @group(1) var<uniform> commonUniforms : CommonUniforms;
struct VertexOutput {
@builtin(position) position : vec4<f32>,
@location(0) vColor : vec4<f32>
};
fn inverse3x3(m33:mat3x3<f32>) -> mat3x3<f32> {
var inv0:vec3<f32> = vec3<f32>(
m33[1][1]*m33[2][2] - m33[2][1]*m33[1][2],
m33[2][1]*m33[0][2] - m33[0][1]*m33[2][2],
m33[0][1]*m33[1][2] - m33[1][1]*m33[0][2],
);
var inv1:vec3<f32> = vec3<f32>(
m33[2][0]*m33[1][2] - m33[1][0]*m33[2][2],
m33[0][0]*m33[2][2] - m33[2][0]*m33[0][2],
m33[1][0]*m33[0][2] - m33[0][0]*m33[1][2],
);
var inv2:vec3<f32> = vec3<f32>(
m33[1][0]*m33[2][1] - m33[2][0]*m33[1][1],
m33[2][0]*m33[0][1] - m33[0][0]*m33[2][1],
m33[0][0]*m33[1][1] - m33[1][0]*m33[0][1],
);
return (1.0 / determinant(m33)) * mat3x3<f32>(inv0, inv1, inv2);
}
@vertex
fn main(
@location(0) position : vec3<f32>,
@location(1) normal : vec3<f32>
) -> VertexOutput {
var output : VertexOutput;
// output.vColor = vec4<f32>((normal + vec3<f32>(1.0, 1.0, 1.0)) * 0.5, 1.0);
// output.vColor = fixedInstanceUniforms.color;
// var nMatrix:mat3x3<f32> = mat3x3<f32>(variableInstanceUniforms.mMatrix);
var nMatrix:mat3x3<f32> = mat3x3<f32>(
variableInstanceUniforms.mMatrix[0].xyz,
variableInstanceUniforms.mMatrix[1].xyz,
variableInstanceUniforms.mMatrix[2].xyz
);
nMatrix = inverse3x3(nMatrix);
var worldNormal:vec3<f32> = normalize(normalize(normal) * nMatrix);// transpose
var diffuse:f32 = dot(worldNormal, normalize(commonUniforms.directionalLightDirection));
diffuse = clamp(diffuse, 0.0, 1.0);
output.vColor = fixedInstanceUniforms.color * (commonUniforms.ambientLightColor + diffuse * commonUniforms.directionalLightColor);
output.position = commonUniforms.vpMatrix * variableInstanceUniforms.mMatrix * vec4<f32>(position, 1.0);
return output;
}
`;
const gpuVertexState = {
module: device.createShaderModule({code: vertexShaderWGSL}),
entryPoint: "main"
}
if (gpuVertexState.module.compilationInfo) {
console.log(await gpuVertexState.module.compilationInfo());
}
// language=WGSL
const fragmentShaderWGSL = `
@fragment
fn main(
@location(0) vColor: vec4<f32>,
) -> @location(0) vec4<f32> {
return vColor;
}
`;
const gpuFragmentState = {
module: device.createShaderModule({code: fragmentShaderWGSL}),
entryPoint: "main"
}
if (gpuVertexState.module.compilationInfo) {
console.log(await gpuFragmentState.module.compilationInfo());
}
const gltfData = await GLTFLoader.load('assets/Suzanne.gltf');
console.log(gltfData);
const positionData = gltfData.position.data;
const positionVerticesBuffer = device.createBuffer({
size: positionData.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
});
device.queue.writeBuffer(positionVerticesBuffer, 0, positionData.buffer, positionData.byteOffset, positionData.byteLength);
const normalData = gltfData.normal.data;
const normalVerticesBuffer = device.createBuffer({
size: normalData.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
});
device.queue.writeBuffer(normalVerticesBuffer, 0, normalData.buffer, normalData.byteOffset, normalData.byteLength);
let indexData = gltfData.indices.data;
const needOffset = indexData.byteLength % 4;
if (needOffset) {
const newData = new Uint16Array(indexData.length + 1);
newData.set(indexData, 0);
gltfData.indices.data = newData;
indexData = newData;
}
const indexBuffer = device.createBuffer({
size: indexData.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST
});
device.queue.writeBuffer(indexBuffer, 0, indexData.buffer, indexData.byteOffset, indexData.byteLength);
const instanceUniformsBindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: {
type: GPUBufferBindingType.uniform
}
},
{
binding: 1,
visibility: GPUShaderStage.VERTEX,
buffer: {
type: GPUBufferBindingType.uniform
}
}
]
});
const commonUniformsBindGroupLayout = device.createBindGroupLayout({
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: {
type: GPUBufferBindingType.uniform
}
}]
});
const gpuRenderPipelineDescriptor = {
layout: device.createPipelineLayout({bindGroupLayouts: [instanceUniformsBindGroupLayout, commonUniformsBindGroupLayout]}),
vertex: Object.assign(gpuVertexState, {
buffers: [
{
arrayStride: gltfData.position.num * 4,
stepMode: GPUVertexStepMode.vertex,
attributes: [{
// position
shaderLocation: 0,
offset: 0,
format: GPUVertexFormat.float32x3
}]
},
{
arrayStride: gltfData.position.num * 4,
stepMode: GPUVertexStepMode.vertex,
attributes: [{
// normal
shaderLocation: 1,
offset: 0,
format: GPUVertexFormat.float32x3
}]
}
]
}),
fragment: Object.assign(gpuFragmentState, {
targets: [{
format: swapChainFormat,
blend: {
color: {
srcFactor: GPUBlendFactor.one,
dstFactor: GPUBlendFactor.zero,
operation: GPUBlendOperation.add
},
alpha: {
srcFactor: GPUBlendFactor.one,
dstFactor: GPUBlendFactor.zero,
operation: GPUBlendOperation.add
}
},
writeMask: GPUColorWrite.ALL
}]
}),
primitive: {
topology: GPUPrimitiveTopology.triangle_list,
frontFace: GPUFrontFace.ccw,
cullMode: GPUCullMode.back
},
depthStencil: {
depthWriteEnabled: true,
depthCompare: GPUCompareFunction.less_equal,
format: GPUTextureFormat.depth24plus
}
};
const pipeline = device.createRenderPipeline(gpuRenderPipelineDescriptor);
const createDepthTexture = () => device.createTexture({
size: {
width: canvas.width,
height: canvas.height,
depthOrArrayLayers: 1
},
mipLevelCount: 1,
sampleCount: 1,
dimension: GPUTextureDimension.texture_2d,
format: GPUTextureFormat.depth24plus,
usage: GPUTextureUsage.RENDER_ATTACHMENT
});
let depthTexture = createDepthTexture();
const renderPassDescriptor = {
colorAttachments: [{
clearValue: {r: 0.3, g: 0.6, b: 0.8, a: 1.0},
loadOp: GPULoadOp.clear,
storeOp: GPUStoreOp.store,
view: undefined,
}],
depthStencilAttachment: {
view: depthTexture.createView(),
depthClearValue: 1.0,
depthLoadOp: GPULoadOp.clear,
depthStoreOp: GPUStoreOp.store,
}
};
const createOffsetUniform = (floatElementsPerObj, num) => {
// Buffer offset for bind group needs to be 256-byte aligned
const BUFFER_ALIGNMENT = 256;
const FLOAT_ELEMENTS_ALIGNMENT = BUFFER_ALIGNMENT / Float32Array.BYTES_PER_ELEMENT;
const alignedFloatElementsPerObj = Math.ceil(floatElementsPerObj / FLOAT_ELEMENTS_ALIGNMENT) * FLOAT_ELEMENTS_ALIGNMENT;
const bufferSizePerObj = alignedFloatElementsPerObj * Float32Array.BYTES_PER_ELEMENT;
const bufferByteSize = bufferSizePerObj * num;
const bufferData = new Float32Array(alignedFloatElementsPerObj * num);
return {alignedFloatElementsPerObj, bufferSizePerObj, bufferByteSize, bufferData};
};
const variableInstanceUniform = createOffsetUniform(16, MAX_NUM); // 4x4 matrix
const variableInstanceUniformBuffer = device.createBuffer({
size: variableInstanceUniform.bufferByteSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const fixedInstanceUniform = createOffsetUniform(4, MAX_NUM); // vec4
const fixedInstanceUniformBuffer = device.createBuffer({
size: fixedInstanceUniform.bufferByteSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const instanceUniformBindGroupList = [];
for (let i = 0; i < MAX_NUM; i++) {
instanceUniformBindGroupList[i] = device.createBindGroup({
layout: instanceUniformsBindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: variableInstanceUniformBuffer,
offset: i * variableInstanceUniform.bufferSizePerObj,
size: variableInstanceUniform.bufferSizePerObj,
}
},
{
binding: 1,
resource: {
buffer: fixedInstanceUniformBuffer,
offset: i * fixedInstanceUniform.bufferSizePerObj,
size: fixedInstanceUniform.bufferSizePerObj,
}
}
]
});
}
const numUniformElements = Math.ceil((16 + 4 + 4 + 3) / 4) * 4;
const commonUniformBufferData = new Float32Array(numUniformElements);
const commonUniformBuffer = device.createBuffer({
size: commonUniformBufferData.byteLength,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const commonUniformBindGroup = device.createBindGroup({
layout: commonUniformsBindGroupLayout,
entries: [{
binding: 0,
resource: {
buffer: commonUniformBuffer,
offset: 0,
size: commonUniformBufferData.byteLength,
}
}]
});
commonUniformBufferData.set(COLOR_AMBIENT_LIGHT, 16);
commonUniformBufferData.set(COLOR_DIRECTIONAL_LIGHT, 16 + 4);
const camera = new Camera(45 * RAD, canvas.width / canvas.height, 0.1, 1000.0);
const cameraController = new RoundCameraController(camera, canvas);
canvas.style.cursor = 'move';
const isIPhone = /iP(hone|(o|a)d)/.test(navigator.userAgent);
cameraController.radius = isIPhone ? 250 : 150;
cameraController.radiusOffset = 2;
cameraController.rotate(0, 0);
const cubeRange = 100;
let objList;
const resetInstance = () => {
objList = [];
for (let i = 0; i < num; i++) {
const obj = new SceneObject();
obj.scaleX = obj.scaleY = obj.scaleZ = 4.0;
obj.x = (Math.random() - 0.5) * cubeRange;
obj.y = (Math.random() - 0.5) * cubeRange;
obj.z = (Math.random() - 0.5) * cubeRange;
obj.rotationZ = Math.random() * 360 * RAD;
objList[i] = obj;
const color = Color.createRGBFromHSV(Math.atan2(obj.z, obj.x) / RAD, 0.8 * Math.sqrt(obj.x * obj.x + obj.z * obj.z) / (cubeRange / 2), 0.9);
fixedInstanceUniform.bufferData.set(color, fixedInstanceUniform.alignedFloatElementsPerObj * i);
variableInstanceUniform.bufferData.set(obj.getModelMatrix(), variableInstanceUniform.alignedFloatElementsPerObj * i);
}
device.queue.writeBuffer(fixedInstanceUniformBuffer, 0, fixedInstanceUniform.bufferData.buffer, 0, fixedInstanceUniform.bufferSizePerObj * num);
device.queue.writeBuffer(variableInstanceUniformBuffer, 0, variableInstanceUniform.bufferData.buffer, 0, variableInstanceUniform.bufferSizePerObj * num);
};
const lightHelper = await createLightHelperPass(device, swapChainFormat);
lightHelper.transform.scaleX = lightHelper.transform.scaleY = lightHelper.transform.scaleZ = 4.0;
lightHelper.uniform.bufferData.set([0.8, 0.8, 0.8, 1.0], 32);
const setting = {
num: 1000,
update: true
};
let num = setting.num;
const gui = new GUI();
const numSlider = gui.add(setting, 'num', 100, MAX_NUM).step(100);
numSlider.onFinishChange((value) => {
num = value;
resetInstance();
});
gui.add(setting, 'update', setting.update);
resetInstance();
const onResize = () => {
camera.aspect = innerWidth / innerHeight;
canvas.width = Math.floor(innerWidth * devicePixelRatio);
canvas.height = Math.floor(innerHeight * devicePixelRatio);
canvas.style.width = innerWidth + "px";
canvas.style.height = innerHeight + "px";
depthTexture.destroy();
depthTexture = createDepthTexture();
renderPassDescriptor.depthStencilAttachment.view = depthTexture.createView();
}
addEventListener("resize", onResize);
let time = 0;
let previousTimeStamp = performance.now();
function frame() {
stats.begin();
//
const timeStamp = performance.now();
const timeElapsed = timeStamp - previousTimeStamp;
previousTimeStamp = timeStamp;
// 元コードが60FPSを前提としたアニメーション値だったので、実際の経過時間から(60FPS換算で)何フレーム分進んだかを計算
const timeScale = timeElapsed * 60 / 1000;
time += timeScale;
cameraController.update(0.1);
const rad = time / 100;
const lightDirection = vec3.fromValues(Math.cos(rad), 0.4, Math.sin(rad));
commonUniformBufferData.set(lightDirection, 16 + 4 + 4);
lightHelper.transform.x = lightDirection[0] * 80;
lightHelper.transform.y = lightDirection[1] * 80;
lightHelper.transform.z = lightDirection[2] * 80;
const vpMatrix = camera.getCameraMtx();
commonUniformBufferData.set(vpMatrix, 0);
device.queue.writeBuffer(commonUniformBuffer, 0, commonUniformBufferData.buffer);
if (setting.update) {
for (let i = 0; i < num; i++) {
const obj = objList[i];
if (((time + i * 7) / 50 << 0) % 10 === 0) {
obj.rotationY += 0.2 * timeScale;
} else {
obj.rotationX += 0.01 * timeScale;
}
variableInstanceUniform.bufferData.set(obj.getModelMatrix(), variableInstanceUniform.alignedFloatElementsPerObj * i);
}
device.queue.writeBuffer(variableInstanceUniformBuffer, 0, variableInstanceUniform.bufferData.buffer, 0, variableInstanceUniform.bufferSizePerObj * num);
}
lightHelper.uniform.bufferData.set(vpMatrix, 0);
lightHelper.uniform.bufferData.set(lightHelper.transform.getModelMatrix(), 16);
device.queue.writeBuffer(lightHelper.uniform.buffer, 0, lightHelper.uniform.bufferData.buffer);
const commandEncoder = device.createCommandEncoder({});
renderPassDescriptor.colorAttachments[0].view = context.getCurrentTexture().createView();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, positionVerticesBuffer, 0);
passEncoder.setVertexBuffer(1, normalVerticesBuffer, 0);
passEncoder.setIndexBuffer(indexBuffer, GPUIndexFormat.uint16, 0);
passEncoder.setBindGroup(1, commonUniformBindGroup);
for (let i = 0; i < num; i++) {
passEncoder.setBindGroup(0, instanceUniformBindGroupList[i]);
passEncoder.drawIndexed(gltfData.indices.length, 1, 0, 0, 0);
}
passEncoder.setPipeline(lightHelper.pipeline);
passEncoder.setVertexBuffer(0, lightHelper.vertexBuffer, 0);
passEncoder.setIndexBuffer(lightHelper.indexBuffer, GPUIndexFormat.uint32, 0);
passEncoder.setBindGroup(0, lightHelper.uniform.bindGroup);
passEncoder.drawIndexed(lightHelper.numIndices, 1, 0, 0, 0);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
//
stats.end();
}
requestAnimationFrame(frame);
}
async function createLightHelperPass(device, swapChainFormat) {
// language=WGSL
const vertexShaderWGSL = `
struct Uniforms {
vpMatrix : mat4x4<f32>,
mMatrix : mat4x4<f32>,
color : vec4<f32>
};
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexOutput {
@builtin(position) position : vec4<f32>,
@location(0) vColor : vec4<f32>
};
@vertex
fn main(
@location(0) position : vec3<f32>
) -> VertexOutput {
var output : VertexOutput;
output.vColor = uniforms.color;
output.position = uniforms.vpMatrix * uniforms.mMatrix * vec4<f32>(position, 1.0);
return output;
}
`;
const gpuVertexState = {
module: device.createShaderModule({code: vertexShaderWGSL}),
entryPoint: "main"
}
if (gpuVertexState.module.compilationInfo) {
console.log(await gpuVertexState.module.compilationInfo());
}
// language=WGSL
const fragmentShaderWGSL = `
@fragment
fn main(
@location(0) vColor: vec4<f32>
) -> @location(0) vec4<f32> {
return vColor;
}
`;
const gpuFragmentState = {
module: device.createShaderModule({code: fragmentShaderWGSL}),
entryPoint: "main"
}
if (gpuVertexState.module.compilationInfo) {
console.log(await gpuFragmentState.module.compilationInfo());
}
const uniformsBindGroupLayout = device.createBindGroupLayout({
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: {
type: GPUBufferBindingType.uniform,
hasDynamicOffset: false
}
}]
});
const uniformBufferData = new Float32Array(36);
const uniformBuffer = device.createBuffer({
size: uniformBufferData.byteLength,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const uniformBindGroup = device.createBindGroup({
layout: uniformsBindGroupLayout,
entries: [{
binding: 0,
resource: {
buffer: uniformBuffer,
offset: 0,
size: uniformBufferData.byteLength,
}
}]
});
const vertexSize = Float32Array.BYTES_PER_ELEMENT * 3;
const positionOffset = Float32Array.BYTES_PER_ELEMENT * 0;
const gpuRenderPipelineDescriptor = {
layout: device.createPipelineLayout({
bindGroupLayouts: [uniformsBindGroupLayout]
}),
vertex: Object.assign(gpuVertexState, {
buffers: [{
arrayStride: vertexSize,
stepMode: GPUVertexStepMode.vertex,
attributes: [{
// position
shaderLocation: 0,
offset: positionOffset,
format: GPUVertexFormat.float32x3
}]
}]
}),
fragment: Object.assign(gpuFragmentState, {
targets: [{
format: swapChainFormat,
blend: {
color: {
srcFactor: GPUBlendFactor.one,
dstFactor: GPUBlendFactor.zero,
operation: GPUBlendOperation.add
},
alpha: {
srcFactor: GPUBlendFactor.one,
dstFactor: GPUBlendFactor.zero,
operation: GPUBlendOperation.add
}
},
writeMask: GPUColorWrite.ALL
}]
}),
primitive: {
topology: GPUPrimitiveTopology.line_strip,
stripIndexFormat: GPUIndexFormat.uint32,
frontFace: GPUFrontFace.ccw,
cullMode: GPUCullMode.back
},
depthStencil: {
depthWriteEnabled: true,
depthCompare: GPUCompareFunction.less_equal,
format: GPUTextureFormat.depth24plus
}
};
const pipeline = device.createRenderPipeline(gpuRenderPipelineDescriptor);
const primitive = Primitive.createSphere(0.5, 3, 3, [[PrimitiveAttribute.POSITION]]);
const vertices = primitive.attributeBufferDataList[0];
const vertexBuffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
});
device.queue.writeBuffer(vertexBuffer, 0, vertices.buffer);
const indices = new Uint32Array(primitive.indexList);
const numIndices = indices.length;
const indexBuffer = device.createBuffer({
size: indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST
});
device.queue.writeBuffer(indexBuffer, 0, indices.buffer);
return {
transform: new SceneObject(),
uniform: {
buffer: uniformBuffer,
bufferData: uniformBufferData,
bindGroup: uniformBindGroup,
},
pipeline,
vertexBuffer,
indexBuffer,
numIndices
};
}
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