添加WebGPU游戏基本功能:几何体、纹理和着色器支持
This commit is contained in:
BIN
assets/UVEditorColorGrid.png
Normal file
BIN
assets/UVEditorColorGrid.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 5.8 MiB |
35
src/geometry.ts
Normal file
35
src/geometry.ts
Normal file
@@ -0,0 +1,35 @@
|
||||
export class QuadGeometry {
|
||||
public positions: number[];
|
||||
public colors: number[];
|
||||
public texCoords: number[];
|
||||
|
||||
constructor() {
|
||||
this.positions = [
|
||||
-0.5, -0.5,
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
-0.5, 0.5,
|
||||
0.5, 0.5,
|
||||
0.5, -0.5
|
||||
]
|
||||
|
||||
this.colors = [
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 1.0,
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 1.0
|
||||
]
|
||||
|
||||
|
||||
this.texCoords = [
|
||||
0.0, 1.0,
|
||||
1.0, 1.0,
|
||||
0.0, 0.0,
|
||||
0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
1.0, 1.0
|
||||
]
|
||||
}
|
||||
}
|
||||
104
src/main.ts
104
src/main.ts
@@ -1,11 +1,16 @@
|
||||
import shaderSource from './shaders/shader.wgsl?raw';
|
||||
|
||||
import { QuadGeometry } from './geometry';
|
||||
import { Texture } from './texture';
|
||||
class Renderer{
|
||||
private device! : GPUDevice;
|
||||
private context! : GPUCanvasContext;
|
||||
private pipeline! : GPURenderPipeline;
|
||||
private postitionBuffer! : GPUBuffer;
|
||||
private colorBuffer! : GPUBuffer;
|
||||
private texCoordBuffer! : GPUBuffer;
|
||||
private textureBindGroup! : GPUBindGroup;
|
||||
|
||||
private testTexture! : Texture;
|
||||
|
||||
public async initialize()
|
||||
{
|
||||
@@ -37,25 +42,18 @@ class Renderer{
|
||||
format: navigator.gpu.getPreferredCanvasFormat()
|
||||
})
|
||||
|
||||
|
||||
|
||||
this.testTexture = await Texture.createTextureFromUrl(this.device, 'assets/UVEditorColorGrid.png');
|
||||
this.prepareModel();
|
||||
|
||||
this.postitionBuffer = this.CreateBuffer(new Float32Array([
|
||||
-0.5, -0.5,
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
-0.5, 0.5,
|
||||
0.5, 0.5,
|
||||
0.5, -0.5
|
||||
]));
|
||||
|
||||
this.colorBuffer = this.CreateBuffer(new Float32Array([
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 1.0,
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 1.0
|
||||
]));
|
||||
|
||||
const geometry = new QuadGeometry();
|
||||
|
||||
this.postitionBuffer = this.CreateBuffer(new Float32Array(geometry.positions));
|
||||
this.colorBuffer = this.CreateBuffer(new Float32Array(geometry.colors));
|
||||
this.texCoordBuffer = this.CreateBuffer(new Float32Array(geometry.texCoords));
|
||||
}
|
||||
|
||||
private CreateBuffer(data: Float32Array)
|
||||
@@ -102,12 +100,27 @@ class Renderer{
|
||||
}]
|
||||
}
|
||||
|
||||
const textureCoordBufferLayout : GPUVertexBufferLayout =
|
||||
{
|
||||
arrayStride: 2 * Float32Array.BYTES_PER_ELEMENT,
|
||||
attributes: [
|
||||
{
|
||||
shaderLocation: 2,
|
||||
offset: 0,
|
||||
format: 'float32x2'
|
||||
}],
|
||||
stepMode: 'vertex'
|
||||
}
|
||||
|
||||
const vertexState: GPUVertexState = {
|
||||
module : shaderModule,
|
||||
entryPoint: "VertexMain",
|
||||
buffers:
|
||||
[postitionBufferLayout,
|
||||
colorBufferLayout]
|
||||
[
|
||||
postitionBufferLayout,
|
||||
colorBufferLayout,
|
||||
textureCoordBufferLayout
|
||||
]
|
||||
}
|
||||
|
||||
const fragmentState: GPUFragmentState = {
|
||||
@@ -115,18 +128,65 @@ class Renderer{
|
||||
entryPoint: "FragmentMain",
|
||||
targets: [
|
||||
{
|
||||
format: navigator.gpu.getPreferredCanvasFormat()
|
||||
format: navigator.gpu.getPreferredCanvasFormat(),
|
||||
blend: {
|
||||
color: {
|
||||
srcFactor: 'one',
|
||||
dstFactor: 'zero',
|
||||
operation: 'add'
|
||||
},
|
||||
alpha: {
|
||||
srcFactor: 'one',
|
||||
dstFactor: 'zero',
|
||||
operation: 'add'
|
||||
}
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
const textureBindGroupLayout = this.device.createBindGroupLayout({
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
sampler: {}
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
visibility: GPUShaderStage.FRAGMENT,
|
||||
texture: {}
|
||||
}
|
||||
]
|
||||
});
|
||||
|
||||
const pipelineLayout = this.device.createPipelineLayout({
|
||||
bindGroupLayouts: [
|
||||
textureBindGroupLayout
|
||||
]
|
||||
});
|
||||
|
||||
this.textureBindGroup = this.device.createBindGroup({
|
||||
layout: textureBindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
resource: this.testTexture.sampler
|
||||
},
|
||||
{
|
||||
binding: 1,
|
||||
resource: this.testTexture.texture.createView()
|
||||
}
|
||||
]
|
||||
});
|
||||
|
||||
this.pipeline = this.device.createRenderPipeline({
|
||||
vertex: vertexState,
|
||||
fragment: fragmentState,
|
||||
primitive:{
|
||||
topology: 'triangle-list',
|
||||
},
|
||||
layout: "auto"
|
||||
layout: pipelineLayout
|
||||
});
|
||||
|
||||
|
||||
@@ -154,6 +214,8 @@ class Renderer{
|
||||
passEncoder.setPipeline(this.pipeline );
|
||||
passEncoder.setVertexBuffer(0, this.postitionBuffer);
|
||||
passEncoder.setVertexBuffer(1, this.colorBuffer);
|
||||
passEncoder.setVertexBuffer(2, this.texCoordBuffer);
|
||||
passEncoder.setBindGroup(0, this.textureBindGroup)
|
||||
passEncoder.draw(6);
|
||||
|
||||
passEncoder.end();
|
||||
|
||||
@@ -1,24 +1,34 @@
|
||||
struct VertexOut {
|
||||
@builtin(position) pos: vec4<f32>,
|
||||
@location(0) color: vec4<f32>,
|
||||
@location(1) texcoord: vec2<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn VertexMain(
|
||||
@location(0) pos: vec2<f32>,
|
||||
@location(1) color: vec3<f32>,
|
||||
@location(2) texcoord: vec2<f32>,
|
||||
@builtin(vertex_index) vertexIndex: u32,
|
||||
) -> VertexOut
|
||||
{
|
||||
var output : VertexOut;
|
||||
output.pos = vec4<f32>(pos, 0.0, 1.0);
|
||||
output.color = vec4<f32>(color, 1.0);
|
||||
output.texcoord = vec2<f32>(texcoord);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
@group(0) @binding(0)
|
||||
var texSampler : sampler;
|
||||
|
||||
@group(0) @binding(1)
|
||||
var tex : texture_2d<f32>;
|
||||
|
||||
@fragment
|
||||
fn FragmentMain(fragData: VertexOut) -> @location(0) vec4<f32>
|
||||
{
|
||||
return fragData.color;
|
||||
var texColor = textureSample(tex, texSampler, fragData.texcoord);
|
||||
return fragData.color * texColor;
|
||||
}
|
||||
45
src/texture.ts
Normal file
45
src/texture.ts
Normal file
@@ -0,0 +1,45 @@
|
||||
export class Texture{
|
||||
constructor(public texture: GPUTexture, public sampler: GPUSampler){}
|
||||
|
||||
public static async createTexture(device: GPUDevice, image: HTMLImageElement)
|
||||
: Promise<Texture>
|
||||
{
|
||||
const texture = device.createTexture({
|
||||
size: { width: image.width, height: image.height},
|
||||
format: "rgba8unorm",
|
||||
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT
|
||||
});
|
||||
|
||||
const data = await createImageBitmap(image );
|
||||
|
||||
device.queue.copyExternalImageToTexture(
|
||||
{ source: data },
|
||||
{ texture: texture },
|
||||
{ width: image.width, height: image.height }
|
||||
);
|
||||
|
||||
const sampler = device.createSampler({
|
||||
magFilter: "linear",
|
||||
minFilter: "linear",
|
||||
});
|
||||
|
||||
return new Texture(texture, sampler);
|
||||
}
|
||||
|
||||
public static async createTextureFromUrl(device: GPUDevice, url: string): Promise<Texture>
|
||||
{
|
||||
const imagePromise = new Promise<HTMLImageElement>((resolve, reject) => {
|
||||
const img = new Image();
|
||||
img.src = url;
|
||||
img.onload = () => resolve(img);
|
||||
img.onerror = () => {
|
||||
console.error('Failed to load image from url: ' + url);
|
||||
reject();
|
||||
}
|
||||
});
|
||||
|
||||
const image = await imagePromise;
|
||||
return await Texture.createTexture(device, image);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -18,7 +18,7 @@
|
||||
"strict": true,
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"erasableSyntaxOnly": true,
|
||||
"erasableSyntaxOnly": false,
|
||||
"noFallthroughCasesInSwitch": true,
|
||||
"noUncheckedSideEffectImports": true
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user