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November 2, 2020 21:39
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,136 @@ import glslangModule from '../glslang'; export const title = 'Hello Triangle'; export const description = 'Shows rendering a basic triangle.'; export async function init(canvas: HTMLCanvasElement) { const vertexShaderGLSL = `#version 450 const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f)); void main() { gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0); } `; const fragmentShaderGLSL = `#version 450 layout(location = 0) out vec4 outColor; layout(set = 0, binding = 0) uniform samplerShadow shadowSampler0Sampler; layout(set = 0, binding = 1) uniform texture2D shadowSampler0Texture; #define shadowSampler0 sampler2DShadow(shadowSampler0Texture, shadowSampler0Sampler) void main() { float c = texture(shadowSampler0, vec3(0.5, 0.5, 0.0), 0.); outColor = vec4(c);//vec4(1.0, 0.0, 0.0, 1.0); } `; const glslang = await glslangModule(); const adapter = await navigator.gpu.requestAdapter(); const device = await adapter.requestDevice(); const context = canvas.getContext('gpupresent'); const swapChainFormat = "bgra8unorm"; // @ts-ignore: const swapChain: GPUSwapChain = context.configureSwapChain({ device, format: swapChainFormat, }); const bindGroupLayout = device.createBindGroupLayout({ entries: [{ binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, type: "comparison-sampler" }, { binding: 1, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, type: "sampled-texture", viewDimension: "2d", textureComponentType: "float", }] }); const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bindGroupLayout] }); const pipeline = device.createRenderPipeline({ layout: pipelineLayout, vertexStage: { module: device.createShaderModule({ code: glslang.compileGLSL(vertexShaderGLSL, "vertex"), }), entryPoint: "main" }, fragmentStage: { module: device.createShaderModule({ code: glslang.compileGLSL(fragmentShaderGLSL, "fragment"), }), entryPoint: "main" }, primitiveTopology: "triangle-list", colorStates: [{ format: swapChainFormat, }], }); const width = 1024, height = 1024; const textureExtent = { width, height, depth: 1 }; const gpuTexture = device.createTexture({ size: textureExtent, dimension: "2d", format: "rgba8unorm", usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.SAMPLED, sampleCount: 1, mipLevelCount: 1 }); const bindGroup = device.createBindGroup({ layout: bindGroupLayout, entries: [ { binding: 0, resource: device.createSampler({ compare: "less-equal" }), }, { binding: 1, resource: gpuTexture.createView(), } ] }); function frame() { const commandEncoder = device.createCommandEncoder({}); const textureView = swapChain.getCurrentTexture().createView(); const renderPassDescriptor: GPURenderPassDescriptor = { colorAttachments: [{ attachment: textureView, loadValue: { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }, }], }; const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); passEncoder.setPipeline(pipeline); passEncoder.setBindGroup(0, bindGroup); passEncoder.draw(3, 1, 0, 0); passEncoder.endPass(); device.defaultQueue.submit([commandEncoder.finish()]); } return frame; }