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fractalCube.ts
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fractalCube.ts
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import { mat4, vec3 } from 'gl-matrix';
import { cubeVertexArray, cubeVertexSize, cubeColorOffset, cubeUVOffset, cubePositionOffset } from '../cube';
import glslangModule from '../glslang';
export const title = 'Fractal Cube';
export const description = 'This example uses the previous frame\'s rendering result \
as the source texture for the next frame.';
export async function init(canvas: HTMLCanvasElement) {
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');
const swapChain = context.configureSwapChain({
device,
format: "bgra8unorm",
usage: GPUTextureUsage.OUTPUT_ATTACHMENT | GPUTextureUsage.COPY_SRC,
});
const verticesBuffer = device.createBuffer({
size: cubeVertexArray.byteLength,
usage: GPUBufferUsage.VERTEX,
mappedAtCreation: true,
});
new Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray);
verticesBuffer.unmap();
const pipeline = device.createRenderPipeline({
vertexStage: {
module: device.createShaderModule({
code: glslShaders.vertex,
transform: (glsl) => glslang.compileGLSL(glsl, "vertex"),
}),
entryPoint: "main",
},
fragmentStage: {
module: device.createShaderModule({
code: glslShaders.fragment,
transform: (glsl) => glslang.compileGLSL(glsl, "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",
},
{
// uv
shaderLocation: 2,
offset: cubeUVOffset,
format: "float2",
},
],
},
],
},
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: undefined, // Attachment is set later
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 cubeTexture = device.createTexture({
size: { width: canvas.width, height: canvas.height, depth: 1 },
format: "bgra8unorm",
usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.SAMPLED,
});
const sampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const uniformBindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [{
binding: 0,
resource: {
buffer: uniformBuffer,
},
}, {
binding: 1,
resource: sampler,
}, {
binding: 2,
resource: cubeTexture.createView(),
}],
});
function getTransformationMatrix() {
let viewMatrix = mat4.create();
mat4.translate(viewMatrix, viewMatrix, vec3.fromValues(0, 0, -4));
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 as Float32Array;
}
return function frame() {
const transformationMatrix = getTransformationMatrix();
device.defaultQueue.writeBuffer(
uniformBuffer,
0,
transformationMatrix.buffer,
transformationMatrix.byteOffset,
transformationMatrix.byteLength
);
const swapChainTexture = swapChain.getCurrentTexture();
renderPassDescriptor.colorAttachments[0].attachment = swapChainTexture.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();
commandEncoder.copyTextureToTexture({
texture: swapChainTexture,
}, {
texture: cubeTexture,
}, {
width: canvas.width,
height: canvas.height,
depth: 1,
});
device.defaultQueue.submit([commandEncoder.finish()]);
}
}
export const glslShaders = {
vertex: `#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 = 2) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragUV;
void main() {
gl_Position = uniforms.modelViewProjectionMatrix * position;
fragColor = color;
fragUV = uv;
}`,
fragment: `#version 450
layout(set = 0, binding = 1) uniform sampler mySampler;
layout(set = 0, binding = 2) uniform texture2D myTexture;
layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
void main() {
vec4 texColor = texture(sampler2D(myTexture, mySampler), fragUV * 0.8 + 0.1);
// 1.0 if we're sampling the background
float f = float(length(texColor.rgb - vec3(0.5, 0.5, 0.5)) < 0.01);
outColor = mix(texColor, fragColor, f);
}`,
};
export const wgslShaders = {
vertex: `
[[block]] struct Uniforms {
[[offset(0)]] modelViewProjectionMatrix : mat4x4<f32>;
};
[[binding(0), set(0)]] var<uniform> uniforms : Uniforms;
[[location(0)]] var<in> position : vec4<f32>;
[[location(1)]] var<in> color : vec4<f32>;
[[location(2)]] var<in> uv : vec2<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[location(0)]] var<out> fragColor : vec4<f32>;
[[location(1)]] var<out> fragUV: vec2<f32>;
[[stage(vertex)]]
fn main() -> void {
Position = uniforms.modelViewProjectionMatrix * position;
fragColor = color;
fragUV = uv;
return;
}
`,
fragment: `
[[binding(1), set(0)]] var<uniform_constant> mySampler: sampler;
[[binding(2), set(0)]] var<uniform_constant> myTexture: texture_sampled_2d<f32>;
[[location(0)]] var<in> fragColor: vec4<f32>;
[[location(1)]] var<in> fragUV: vec2<f32>;
[[location(0)]] var<out> outColor : vec4<f32>;
[[stage(fragment)]]
fn main() -> void {
var texColor : vec4<f32> = textureSample(myTexture, mySampler, fragUV * 0.8 + 0.1) * fragPosition;
var f : f32 = f32(length(texColor.rgb - vec3(0.5, 0.5, 0.5)) < 0.01);
outColor = mix(texColor, fragColor, f);
return;
}
`,
}