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January 9, 2023 02:10
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This is the code that we worked on in part five of the WebGPU YouTube Series. https://carmencincotti.com/2023-01-09/how-to-render-a-webgpu-triangle-series-part-five-video/
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<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8"> | |
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Carmen's Fun WebGPU Triangle</title> | |
</head> | |
<body> | |
<canvas id="canvas-container"></canvas> | |
</body> | |
<script> | |
const init = async () => { | |
const gpu = navigator.gpu | |
if (!gpu) { | |
console.error("Hey I didn't find WebGPU in this browser.") | |
} | |
const canvas = document.getElementById("canvas-container") | |
const context = canvas.getContext("webgpu") | |
if (!context) { | |
console.error("Hey NO CANVAS CONTEXT FOUND!") | |
} | |
const adapter = await gpu.requestAdapter(); // GPUAdapter | |
if (!adapter) { | |
console.error("WebGPU cannot be initialized - Adapter not found"); | |
return null; | |
} | |
const device = await adapter.requestDevice(); // GPUDevice | |
device.lost.then(() => { | |
console.error("WebGPU cannot be initialized - Device has been lost"); | |
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" | |
}); | |
// Each vertex has a position and a color packed in memory in X Y Z W R G B A order | |
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, // https://www.w3.org/TR/webgpu/#buffer-usage | |
mappedAtCreation: true, | |
}); | |
// https://www.w3.org/TR/webgpu/#dom-gpubuffer-getmappedrange | |
new Float32Array(vertexBuffer.getMappedRange()).set(vertices); | |
vertexBuffer.unmap(); | |
const vertexBuffersDescriptors = [ | |
{ | |
attributes: [ | |
{ | |
// Position | |
shaderLocation: 0, | |
offset: 0, | |
format: "float32x4", | |
}, | |
{ | |
// Color | |
shaderLocation: 1, | |
offset: 16, | |
format: "float32x4", | |
}, | |
], | |
arrayStride: 32, | |
stepMode: "vertex", // https://www.w3.org/TR/webgpu/#enumdef-gpuvertexstepmode | |
}, | |
]; | |
} | |
// ~~ DEFINE BASIC SHADERS ~~ | |
// https://carmencincotti.com/2022-04-18/drawing-a-webgpu-triangle/#the-vertex-and-fragment-shader | |
// @builtin https://www.w3.org/TR/WGSL/#builtin-values | |
const shaderModule = device.createShaderModule({ | |
code: ` | |
struct VertexOut { | |
@builtin(position) position : vec4<f32>, | |
@location(0) color : vec4<f32>, | |
}; | |
@vertex | |
fn vertex_main(@location(0) position: vec4<f32>, | |
@location(1) color: vec4<f32>) -> VertexOut | |
{ | |
var output : VertexOut; | |
output.position = position; | |
output.color = color; | |
return output; | |
} | |
@fragment | |
fn fragment_main(fragData: VertexOut) -> @location(0) vec4<f32> | |
{ | |
return fragData.color; | |
} | |
`, | |
}); | |
init() | |
</script> | |
</html> |
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