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09-scaling.js
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232 lines (205 loc) · 6.47 KB
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function makeIdentityMatrix() {
return new Float32Array([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]);
}
function makeTranslationMatrix(tx, ty) {
return new Float32Array([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
tx, ty, 0, 1,
])
}
function makeScalingMatrix(sx, sy) {
return new Float32Array([
sx, 0, 0, 0,
0, sy, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]);
}
function multiplyMatrices(a, b) {
const out = new Float32Array(16);
for (let row = 0; row < 4; ++row) {
for (let col = 0; col < 4; ++col) {
out[4 * col + row] =
a[row + 0] * b[4 * col + 0] +
a[row + 4] * b[4 * col + 1] +
a[row + 8] * b[4 * col + 2] +
a[row + 12] * b[4 * col + 3];
}
}
return out;
}
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});
// vertex and fragment shaders (in one single module)
const module = device.createShaderModule({
label: 'moving the square',
code: `
struct Uniforms{
M: mat4x4<f32>, // model matrix
};
@group(0) @binding(0) var<uniform> uniforms : Uniforms;
struct VSIn {
@location(0) pos : vec2f,
@location(1) color : vec4f,
};
struct VSOut {
@builtin(position) pos : vec4f,
@location(0) color : vec4f,
};
@vertex fn vs(in : VSIn) -> VSOut
{
var out : VSOut;
out.pos = uniforms.M * vec4f(in.pos, 0.0, 1.0);
out.color = in.color;
return out;
}
@fragment fn fs(vsOut : VSOut) -> @location(0) vec4f
{
return vsOut.color;
}
`,
});
// the rendering pipeline
const pipeline = device.createRenderPipeline({
label: 'vertex buffer triangle pipeline',
layout: 'auto',
vertex: {
entryPoint: 'vs',
module: module,
buffers: [
{
arrayStride: 5 * 4, // 5 floating-point numbers with 4 bytes each
attributes: [
{
shaderLocation: 0,
offset: 0,
format: 'float32x2',
},
{
shaderLocation: 1,
offset: 2 * 4, // the offset is two floating-point numbers
format: 'float32x3',
}
]
},
],
},
fragment: {
entryPoint: 'fs',
module: module,
targets: [{ format: format }],
},
});
// status for the scaling and scaling control
let tx = 0, ty = 0, scale = 1; // status for translation and scaling
let useScalingTimesTranslation = true;
const radioST = document.getElementById('radio-st');
const radioTS = document.getElementById('radio-ts');
radioST.onchange = () => { useScalingTimesTranslation = true; updateMatrixAndRender(); }
radioTS.onchange = () => { useScalingTimesTranslation = false; updateMatrixAndRender(); }
// the uniform variable for the matrix
let matrix = makeIdentityMatrix(); // no translation/scaling at the beginning
const uniformBuffer = device.createBuffer({
size: 16 * 4, // 4x4 matrix of f32
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(uniformBuffer, 0, matrix);
// bind group for uniform variables
const bindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: { buffer: uniformBuffer },
},
],
});
// vertex position and color data in one buffer, now removed
const vertexData = new Float32Array([
-0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, 0.5, 1.0, 1.0, 0.0,
]);
// here goes the indices for the two triangles
const indexData = new Uint32Array([
0, 1, 2, // first triangle
0, 2, 3, // second triangle
]);
// vertex buffer for both positions and colors
const vertexBuffer = device.createBuffer({
label: 'vertex position buffer of both positions and colors for two triangles',
size: vertexData.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(vertexBuffer, 0, vertexData);
// index buffer for the two triangles
const indexBuffer = device.createBuffer({
label: 'index buffer for two triangles',
size: indexData.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(indexBuffer, 0, indexData);
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.setBindGroup(0, bindGroup);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.setIndexBuffer(indexBuffer, 'uint32');
passEncoder.drawIndexed(6);
passEncoder.end();
// fire up the GPU to render the load value to the output texture
device.queue.submit([commandEncoder.finish()]);
};
function updateMatrixAndRender() {
if (useScalingTimesTranslation)
matrix = multiplyMatrices(makeScalingMatrix(scale, scale), makeTranslationMatrix(tx, ty));
else
matrix = multiplyMatrices(makeTranslationMatrix(tx, ty), makeScalingMatrix(scale, scale));
device.queue.writeBuffer(uniformBuffer, 0, matrix);
render();
}
render();
// add event listener for WASD/QE key controls
window.addEventListener('keydown', (e) => {
const moveStep = 0.05;
const scaleStep = 0.05;
if (e.key === 'a') tx -= moveStep;
if (e.key === 'd') tx += moveStep;
if (e.key === 'w') ty += moveStep;
if (e.key === 's') ty -= moveStep;
if (e.key === 'z') scale += scaleStep;
if (e.key === 'x') scale -= scaleStep;
updateMatrixAndRender();
});
}
main();