纹理三角形

本文详细介绍了如何在WebGPU环境中使用JavaScript导入和操作纹理,包括创建WebGPU上下文、配置管道、加载图像并将其转换为纹理,以及通过GUI控制渲染设置。
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转载:

https://webgpufundamentals.org/webgpu/lessons/webgpu-importing-textures.html

<!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>てst</title>
</head>
 
<body>
    <!-- canvas:用来展示WebGPU渲染的结果 -->
    <canvas id="webgpu" width="500" height="500"></canvas>
    <script type="module">
       


import GUI from 'https://webgpufundamentals.org/3rdparty/muigui-0.x.module.js';

async function main() {
  const adapter = await navigator.gpu?.requestAdapter();
  const device = await adapter?.requestDevice();
  if (!device) {
    fail('need a browser that supports WebGPU');
    return;
  }

  // Get a WebGPU context from the canvas and configure it
  const canvas = document.querySelector('canvas');
  const context = canvas.getContext('webgpu');
  const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
  context.configure({
    device,
    format: presentationFormat,
  });

  const module = device.createShaderModule({
    label: 'our hardcoded textured quad shaders',
    code: `
      struct OurVertexShaderOutput {
        @builtin(position) position: vec4f,
        @location(0) texcoord: vec2f,
      };

      @vertex fn vs(
        @builtin(vertex_index) vertexIndex : u32
      ) -> OurVertexShaderOutput {
        let pos = array(
          // 1st triangle
          vec2f( 0.0,  0.0),  // center
          vec2f( 1.0,  0.0),  // right, center
          vec2f( 0.0,  1.0),  // center, top

          // 2st triangle
          //vec2f( 0.0,  1.0),  // center, top
         // vec2f( 1.0,  0.0),  // right, center
         // vec2f( 1.0,  1.0),  // right, top
        );

        var vsOutput: OurVertexShaderOutput;
        let xy = pos[vertexIndex];
        vsOutput.position = vec4f(xy, 0.0, 1.0);
        vsOutput.texcoord = xy;
        return vsOutput;
      }

      @group(0) @binding(0) var ourSampler: sampler;
      @group(0) @binding(1) var ourTexture: texture_2d<f32>;

      @fragment fn fs(fsInput: OurVertexShaderOutput) -> @location(0) vec4f {
        return textureSample(ourTexture, ourSampler, fsInput.texcoord);
      }
    `,
  });

  const pipeline = device.createRenderPipeline({
    label: 'hardcoded textured quad pipeline',
    layout: 'auto',
    vertex: {
      module,
      entryPoint: 'vs',
    },
    fragment: {
      module,
      entryPoint: 'fs',
      targets: [{ format: presentationFormat }],
    },
  });

  async function loadImageBitmap(url) {
    const res = await fetch(url);
    const blob = await res.blob();
    return await createImageBitmap(blob, { colorSpaceConversion: 'none' });
  }

  const url = 'https://webgpufundamentals.org/webgpu/resources/images/f-texture.png'; 
  const source = await loadImageBitmap(url);
  const texture = device.createTexture({
    label: url,
    format: 'rgba8unorm',
    size: [source.width, source.height],
    usage: GPUTextureUsage.TEXTURE_BINDING |
           GPUTextureUsage.COPY_DST |
           GPUTextureUsage.RENDER_ATTACHMENT,
  });
  device.queue.copyExternalImageToTexture(
    { source, flipY: true },
    { texture },
    { width: source.width, height: source.height },
  );

  const bindGroups = [];
  for (let i = 0; i < 8; ++i) {
    const sampler = device.createSampler({
      addressModeU: (i & 1) ? 'repeat' : 'clamp-to-edge',
      addressModeV: (i & 2) ? 'repeat' : 'clamp-to-edge',
      magFilter: (i & 4) ? 'linear' : 'nearest',
    });

    const bindGroup = device.createBindGroup({
      layout: pipeline.getBindGroupLayout(0),
      entries: [
        { binding: 0, resource: sampler },
        { binding: 1, resource: texture.createView() },
      ],
    });
    bindGroups.push(bindGroup);
  }

  const renderPassDescriptor = {
    label: 'our basic canvas renderPass',
    colorAttachments: [
      {
        // view: <- to be filled out when we render
        clearValue: [0.3, 0.3, 0.3, 1],
        loadOp: 'clear',
        storeOp: 'store',
      },
    ],
  };

  const settings = {
    addressModeU: 'repeat',
    addressModeV: 'repeat',
    magFilter: 'linear',
  };

  const addressOptions = ['repeat', 'clamp-to-edge'];
  const filterOptions = ['nearest', 'linear'];

  const gui = new GUI();
  gui.onChange(render);
  Object.assign(gui.domElement.style, {right: '', left: '15px'});
  gui.add(settings, 'addressModeU', addressOptions);
  gui.add(settings, 'addressModeV', addressOptions);
  gui.add(settings, 'magFilter', filterOptions);

  function render() {
    const ndx = (settings.addressModeU === 'repeat' ? 1 : 0) +
                (settings.addressModeV === 'repeat' ? 2 : 0) +
                (settings.magFilter === 'linear' ? 4 : 0);
    const bindGroup = bindGroups[ndx];

    // Get the current texture from the canvas context and
    // set it as the texture to render to.
    renderPassDescriptor.colorAttachments[0].view =
        context.getCurrentTexture().createView();

    const encoder = device.createCommandEncoder({
      label: 'render quad encoder',
    });
    const pass = encoder.beginRenderPass(renderPassDescriptor);
    pass.setPipeline(pipeline);
    pass.setBindGroup(0, bindGroup);
    pass.draw(3);  // call our vertex shader 6 times
    pass.end();

    const commandBuffer = encoder.finish();
    device.queue.submit([commandBuffer]);
  }

  const observer = new ResizeObserver(entries => {
    for (const entry of entries) {
      const canvas = entry.target;
      const width = entry.contentBoxSize[0].inlineSize;
      const height = entry.contentBoxSize[0].blockSize;
      canvas.width = Math.max(1, Math.min(width, device.limits.maxTextureDimension2D));
      canvas.height = Math.max(1, Math.min(height, device.limits.maxTextureDimension2D));
      // re-render
      render();
    }
  });
  observer.observe(canvas);
}

function fail(msg) {
  // eslint-disable-next-line no-alert
  alert(msg);
}

main();
   
 
    </script>
</body>
 
</html>

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