本教程中,我们使用WebGPU实现自己的第一个demo,绘制一个三角形,效果如下。
if (!navigator.gpu) {
console.error(
"WebGPU cannot be initialized - navigator.gpu not found"
);
return null;
}
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) {
console.error("WebGPU cannot be initialized - Adapter not found");
return null;
}
const device = await adapter.requestDevice();
device.lost.then(() => {
console.error("WebGPU cannot be initialized - Device has been lost");
return null;
});
const canvas = document.getElementById("canvas-container");
const context = canvas.getContext("webgpu");
if (!context) {
console.error(
"WebGPU cannot be initialized - Canvas does not support WebGPU"
);
return null;
}
// ~~ CONFIGURE THE SWAP CHAIN ~~
// https://carmencincotti.com/2022-04-18/drawing-a-webgpu-triangle/#swap-chain
// https://www.w3.org/TR/webgpu/#dom-gpu-getpreferredcanvasformat
const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
context.configure({
device, // Create link between GPU and canvas.
format: presentationFormat,
alphaMode: "opaque"
});
const vertices = new Float32Array([
-1.0, -1.0, 0, 1, 1, 0, 0, 1, // Bottom left, red
-0.0, 1.0, 0, 1, 0, 1, 0, 1, // Top, green
1.0, -1.0, 0, 1, 0, 0, 1, 1, // Bottom right, blue
]);
const vertexBuffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(vertexBuffer.getMappedRange()).set(vertices);
vertexBuffer.unmap();
const vertexBuffersDescriptors = [
{
attributes: [
{
shaderLocation: 0,
offset: 0,
format: "float32x4",
},
{
shaderLocation: 1,
offset: 16,
format: "float32x4",
},
],
arrayStride: 32,
stepMode: "vertex",
},
];
device.createShaderModule({
code: `
struct VertexOut {
@builtin(position) position : vec4,
@location(0) color : vec4,
};
@vertex
fn vertex_main(@location(0) position: vec4,
@location(1) color: vec4) -> VertexOut
{
var output : VertexOut;
output.position = position;
output.color = color;
return output;
}
@fragment
fn fragment_main(fragData: VertexOut) -> @location(0) vec4
{
return fragData.color;
}
`,
});
device.createRenderPipeline({
layout: "auto",
vertex: {
module: shader,
entryPoint: "vertex_main",
buffers: buffer,
},
fragment: {
module: shader,
entryPoint: "fragment_main",
targets: [
{
format: format,
},
],
},
primitive: {
topology: "triangle-list",
},
});
// CREATE RENDER PASS DESCRIPTOR
const renderPassDescriptor = {
colorAttachments: [
{
loadOp: "clear", // Clear image on each load
clearValue: { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }, // Clear image with this color
storeOp: "store", // Write result to the view
},
],
};
// Get the latest swap chain image, set as our output color attachment image
renderPassDescriptor.colorAttachments[0].view = context
.getCurrentTexture()
.createView();
// Create command encoder to record rendering commands
const commandEncoder = device.createCommandEncoder();
// Pass render pass descriptor to get back a GPURenderPassEncorder
// So that we can record rendering commands
const passEncoder =
commandEncoder.beginRenderPass(renderPassDescriptor);
// Configure the pass encoder
passEncoder.setPipeline(pipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
// Draw the triangle
passEncoder.draw(3);
// End the render pass
passEncoder.end();
// Get command buffer to submit to GPU, by calling commandEncoder.finish()
device.queue.submit([commandEncoder.finish()]);
Hello Triangle
Hello,Triangle
drawing-a-webgpu-triangle
Lesson1 三角和方块的故事