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90 lines (79 loc) · 2.4 KB
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02-hardcoded-triangle.js
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90 lines (79 loc) · 2.4 KB
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async function main()
{
// get webgpu adapter and device
const adaptor = await navigator.gpu?.requestAdapter();
const device = await adaptor?.requestDevice();
if (!device) {
fail('your browser does not support WebGPU');
return;
}
// create a webgpu context with the canvas
const canvas = document.getElementById("webgpu-canvas");
const context = canvas.getContext("webgpu");
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({device, format});
// the vertex shader
const vsModule = device.createShaderModule({
label: 'hardcoded triangle',
code: `
@vertex fn vs(@builtin(vertex_index) vertexIndex: u32)
-> @builtin(position) vec4f
{
var pos: vec4f;
if (vertexIndex == 0) {
pos = vec4f(0.0, 0.0, 0.0, 1.0);
} else if (vertexIndex == 1) {
pos = vec4f(0.5, 0.0, 0.0, 1.0);
} else if (vertexIndex == 2) {
pos = vec4f(0.0, 0.5, 0.0, 1.0);
}
return pos;
}
`,
});
// the fragment shader
const fsModule = device.createShaderModule({
label: 'hardcoded triangle',
code: `
@fragment fn fs(@builtin(position) pos: vec4f)
-> @location(0) vec4f
{
return vec4f(1.0, 0.0, 0.0, 1.0);
}
`,
});
// the rendering pipeline
const pipeline = device.createRenderPipeline({
label: 'hardcoded triangle pipeline',
layout: 'auto',
vertex: {
entryPoint: 'vs',
module: vsModule
},
fragment: {
entryPoint: 'fs',
module: fsModule,
targets: [{ format: format }],
},
});
const render = () => {
const textureView = context.getCurrentTexture().createView(); // the output is a texture, and we are getting a "view" of texture as the output of the render pass
const renderPassDescriptor = {
colorAttachments: [{
view: textureView,
clearValue: [1.0, 1.0, 1.0, 1.0], // an arbitrary color you prefer
storeOp: 'store',
loadOp: 'clear',
}],
};
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.draw(3); // draw three vertices
passEncoder.end();
// fire up the GPU to render the load value to the output texture
device.queue.submit([commandEncoder.finish()]);
};
render();
}
main();