实现顶点和颜色缓冲区,创建两个三角形
This commit is contained in:
114
src/main.ts
114
src/main.ts
@@ -4,7 +4,8 @@ class Renderer{
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private device! : GPUDevice;
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private context! : GPUCanvasContext;
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private pipeline! : GPURenderPipeline;
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private postitionBuffer! : GPUBuffer;
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private colorBuffer! : GPUBuffer;
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public async initialize()
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{
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@@ -37,42 +38,76 @@ class Renderer{
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})
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this.prepareModel();
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this.postitionBuffer = this.CreateBuffer(new Float32Array([
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-0.5, -0.5,
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0.5, -0.5,
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-0.5, 0.5,
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-0.5, 0.5,
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0.5, 0.5,
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0.5, -0.5
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]));
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this.colorBuffer = this.CreateBuffer(new Float32Array([
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1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0,
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1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0
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]));
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}
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public draw()
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private CreateBuffer(data: Float32Array)
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{
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const commandEncoder = this.device.createCommandEncoder();
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const textureView = this.context.getCurrentTexture().createView();
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const buffer = this.device.createBuffer({
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size: data.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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mappedAtCreation: true
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});
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const renderPassDescriptor:GPURenderPassDescriptor = {
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colorAttachments:[{
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view: textureView,
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clearValue: {r: 0, g: 0, b: 0, a: 1},
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loadOp: 'clear',
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storeOp:'store'
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}]
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}
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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new Float32Array(buffer.getMappedRange()).set(data);
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buffer.unmap();
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//Draw here
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passEncoder.setPipeline(this.pipeline );
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passEncoder.draw(3);
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passEncoder.end();
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this.device.queue.submit([commandEncoder.finish()]);
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return buffer;
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}
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private prepareModel() {
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const shaderModule = this.device.createShaderModule({code: shaderSource});
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const postitionBufferLayout : GPUVertexBufferLayout =
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{
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arrayStride: 2 * Float32Array.BYTES_PER_ELEMENT,
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attributes: [
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{
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shaderLocation: 0,
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offset: 0,
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format: 'float32x2'
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}
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],
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stepMode: 'vertex'
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}
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const colorBufferLayout : GPUVertexBufferLayout =
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{
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arrayStride: 3 * Float32Array.BYTES_PER_ELEMENT,
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attributes: [
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{
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shaderLocation: 1,
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offset: 0,
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format: 'float32x3'
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}]
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}
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const vertexState: GPUVertexState = {
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module : shaderModule,
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entryPoint: "VertexMain",
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buffers: []
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buffers:
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[postitionBufferLayout,
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colorBufferLayout]
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}
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const fragmentState: GPUFragmentState = {
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@@ -98,6 +133,37 @@ class Renderer{
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}
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public draw()
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{
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const commandEncoder = this.device.createCommandEncoder();
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const textureView = this.context.getCurrentTexture().createView();
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const renderPassDescriptor:GPURenderPassDescriptor = {
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colorAttachments:[{
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view: textureView,
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clearValue: {r: 0, g: 0, b: 0, a: 1},
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loadOp: 'clear',
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storeOp:'store'
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}]
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}
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const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
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//Draw here
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passEncoder.setPipeline(this.pipeline );
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passEncoder.setVertexBuffer(0, this.postitionBuffer);
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passEncoder.setVertexBuffer(1, this.colorBuffer);
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passEncoder.draw(6);
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passEncoder.end();
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this.device.queue.submit([commandEncoder.finish()]);
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}
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}
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@@ -1,35 +1,24 @@
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// 定义顶点着色器传递给片元着色器的数据结构
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struct VertexOut {
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@builtin(position) pos: vec4<f32>,
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@location(0) color: vec4<f32>,
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}
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// 顶点着色器主函数
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@vertex
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fn VertexMain(
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@location(0) pos: vec2<f32>,
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@location(1) color: vec3<f32>,
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@builtin(vertex_index) vertexIndex: u32,
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) -> VertexOut
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{
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// 定义一个三角形的三个顶点位置 (在 NDC 空间)
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let pos = array(
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vec2<f32>(-0.5, -0.5),
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vec2<f32>( 0.5, -0.5),
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vec2<f32>( 0.0, 0.5)
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);
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var output : VertexOut;
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// 根据顶点索引设置最终位置
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output.pos = vec4<f32>(pos[vertexIndex], 0.0, 1.0);
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// 为所有顶点设置一个固定的红色
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output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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output.pos = vec4<f32>(pos, 0.0, 1.0);
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output.color = vec4<f32>(color, 1.0);
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return output;
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}
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// 片元着色器主函数
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@fragment
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fn FragmentMain(fragData: VertexOut) -> @location(0) vec4<f32>
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{
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// 直接返回从顶点着色器经过插值后的颜色
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return fragData.color;
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}
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