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9349a57781
14 changed files with 3973 additions and 0 deletions
6
src/main.ts
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6
src/main.ts
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import Renderer from './renderer';
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const canvas = document.getElementById('gfx') as HTMLCanvasElement;
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canvas.width = canvas.height = 640;
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const renderer = new Renderer(canvas);
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renderer.start();
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257
src/renderer.ts
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257
src/renderer.ts
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import vertShaderCode from './shaders/triangle.vert.wgsl';
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import fragShaderCode from './shaders/triangle.frag.wgsl';
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const positions = new Float32Array([
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1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 0.0, 1.0, 0.0
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]);
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const colors = new Float32Array([
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1.0,
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0.0,
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0.0,
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0.0,
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1.0,
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0.0,
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0.0,
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0.0,
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1.0
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]);
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const indices = new Uint16Array([0, 1, 2]);
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export default class Renderer {
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canvas: HTMLCanvasElement;
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adapter: GPUAdapter;
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device: GPUDevice;
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queue: GPUQueue;
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context: GPUCanvasContext;
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colorTexture: GPUTexture;
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colorTextureView: GPUTextureView;
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depthTexture: GPUTexture;
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depthTextureView: GPUTextureView;
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positionBuffer: GPUBuffer;
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colorBuffer: GPUBuffer;
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indexBuffer: GPUBuffer;
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vertModule: GPUShaderModule;
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fragModule: GPUShaderModule;
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pipeline: GPURenderPipeline;
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commandEncoder: GPUCommandEncoder;
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passEncoder: GPURenderPassEncoder;
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constructor(canvas: HTMLCanvasElement) {
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this.canvas = canvas;
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}
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async start() {
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if (await this.initializeAPI()) {
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this.resizeBackings();
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await this.initializeResources();
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this.render();
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}
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}
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async initializeAPI(): Promise<boolean> {
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try {
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const entry: GPU = navigator.gpu;
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if (!entry) {
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return false;
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}
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this.adapter = await entry.requestAdapter();
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this.device = await this.adapter.requestDevice();
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this.queue = this.device.queue;
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} catch (e) {
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console.error(e);
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return false;
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}
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return true;
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}
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async initializeResources() {
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const createBuffer = (
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arr: Float32Array | Uint16Array,
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usage: number
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) => {
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// 📏 Align to 4 bytes (thanks @chrimsonite)
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let desc = {
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size: (arr.byteLength + 3) & ~3,
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usage,
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mappedAtCreation: true
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};
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let buffer = this.device.createBuffer(desc);
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const writeArray =
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arr instanceof Uint16Array
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? new Uint16Array(buffer.getMappedRange())
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: new Float32Array(buffer.getMappedRange());
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writeArray.set(arr);
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buffer.unmap();
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return buffer;
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};
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this.positionBuffer = createBuffer(positions, GPUBufferUsage.VERTEX);
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this.colorBuffer = createBuffer(colors, GPUBufferUsage.VERTEX);
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this.indexBuffer = createBuffer(indices, GPUBufferUsage.INDEX);
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const vsmDesc = {
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code: vertShaderCode
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};
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this.vertModule = this.device.createShaderModule(vsmDesc);
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const fsmDesc = {
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code: fragShaderCode
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};
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this.fragModule = this.device.createShaderModule(fsmDesc);
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const positionAttribDesc: GPUVertexAttribute = {
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shaderLocation: 0, // [[location(0)]]
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offset: 0,
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format: 'float32x3'
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};
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const colorAttribDesc: GPUVertexAttribute = {
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shaderLocation: 1, // [[location(1)]]
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offset: 0,
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format: 'float32x3'
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};
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const positionBufferDesc: GPUVertexBufferLayout = {
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attributes: [positionAttribDesc],
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arrayStride: 4 * 3, // sizeof(float) * 3
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stepMode: 'vertex'
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};
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const colorBufferDesc: GPUVertexBufferLayout = {
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attributes: [colorAttribDesc],
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arrayStride: 4 * 3, // sizeof(float) * 3
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stepMode: 'vertex'
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};
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const depthStencil: GPUDepthStencilState = {
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depthWriteEnabled: true,
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depthCompare: 'less',
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format: 'depth24plus-stencil8'
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};
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const pipelineLayoutDesc = { bindGroupLayouts: [] };
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const layout = this.device.createPipelineLayout(pipelineLayoutDesc);
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const vertex: GPUVertexState = {
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module: this.vertModule,
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entryPoint: 'main',
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buffers: [positionBufferDesc, colorBufferDesc]
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};
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const colorState: GPUColorTargetState = {
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format: 'bgra8unorm'
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};
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const fragment: GPUFragmentState = {
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module: this.fragModule,
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entryPoint: 'main',
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targets: [colorState]
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};
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const primitive: GPUPrimitiveState = {
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frontFace: 'cw',
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cullMode: 'none',
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topology: 'triangle-list'
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};
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const pipelineDesc: GPURenderPipelineDescriptor = {
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layout,
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vertex,
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fragment,
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primitive,
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depthStencil
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};
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this.pipeline = this.device.createRenderPipeline(pipelineDesc);
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}
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resizeBackings() {
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if (!this.context) {
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this.context = this.canvas.getContext('webgpu');
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const canvasConfig: GPUCanvasConfiguration = {
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device: this.device,
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format: 'bgra8unorm',
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usage:
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GPUTextureUsage.RENDER_ATTACHMENT |
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GPUTextureUsage.COPY_SRC,
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alphaMode: 'opaque'
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};
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this.context.configure(canvasConfig);
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}
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const depthTextureDesc: GPUTextureDescriptor = {
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size: [this.canvas.width, this.canvas.height, 1],
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dimension: '2d',
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format: 'depth24plus-stencil8',
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usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
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};
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this.depthTexture = this.device.createTexture(depthTextureDesc);
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this.depthTextureView = this.depthTexture.createView();
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}
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encodeCommands() {
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let colorAttachment: GPURenderPassColorAttachment = {
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view: this.colorTextureView,
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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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const depthAttachment: GPURenderPassDepthStencilAttachment = {
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view: this.depthTextureView,
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depthClearValue: 1,
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depthLoadOp: 'clear',
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depthStoreOp: 'store',
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stencilClearValue: 0,
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stencilLoadOp: 'clear',
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stencilStoreOp: 'store'
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};
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const renderPassDesc: GPURenderPassDescriptor = {
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colorAttachments: [colorAttachment],
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depthStencilAttachment: depthAttachment
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};
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this.commandEncoder = this.device.createCommandEncoder();
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// 🖌️ Encode drawing commands
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this.passEncoder = this.commandEncoder.beginRenderPass(renderPassDesc);
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this.passEncoder.setPipeline(this.pipeline);
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this.passEncoder.setViewport(
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0,
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0,
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this.canvas.width,
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this.canvas.height,
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0,
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1
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);
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this.passEncoder.setScissorRect(
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0,
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0,
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this.canvas.width,
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this.canvas.height
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);
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this.passEncoder.setVertexBuffer(0, this.positionBuffer);
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this.passEncoder.setVertexBuffer(1, this.colorBuffer);
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this.passEncoder.setIndexBuffer(this.indexBuffer, 'uint16');
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this.passEncoder.drawIndexed(3, 1);
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this.passEncoder.end();
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this.queue.submit([this.commandEncoder.finish()]);
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}
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render = () => {
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this.colorTexture = this.context.getCurrentTexture();
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this.colorTextureView = this.colorTexture.createView();
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this.encodeCommands();
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requestAnimationFrame(this.render);
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};
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}
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4
src/shaders/triangle.frag.wgsl
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4
src/shaders/triangle.frag.wgsl
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@ -0,0 +1,4 @@
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@fragment
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fn main(@location(0) inColor: vec3<f32>) -> @location(0) vec4<f32> {
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return vec4<f32>(inColor, 1.0);
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}
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13
src/shaders/triangle.vert.wgsl
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13
src/shaders/triangle.vert.wgsl
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@ -0,0 +1,13 @@
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struct VSOut {
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@builtin(position) Position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@vertex
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fn main(@location(0) inPos: vec3<f32>,
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@location(1) inColor: vec3<f32>) -> VSOut {
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var vsOut: VSOut;
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vsOut.Position = vec4<f32>(inPos, 1.0);
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vsOut.color = inColor;
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return vsOut;
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}
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