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refactor(rendertarget): refactor rendertarget set textureView
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junwei.gu
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Jun 29, 2023
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Original file line number | Diff line number | Diff line change |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8" /> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0" /> | ||
<meta | ||
http-equiv="origin-trial" | ||
content="Atzk/dTch1Tt8qYq/UwLn6aWawymlc3xOKy3xiuwsaj1HBK6eCTBb+EGOnv7LK+oSQ8Fr1l/qykGHhK64mAn+w4AAABjeyJvcmlnaW4iOiJodHRwczovL2hwdWdpcy5naXRodWIuaW86NDQzIiwiZmVhdHVyZSI6IldlYkdQVSIsImV4cGlyeSI6MTY5MTcxMTk5OSwiaXNTdWJkb21haW4iOnRydWV9" | ||
/> | ||
<title>gltf</title> | ||
<!-- <link rel="stylesheet" href="./index.scss" /> --> | ||
<style> | ||
* { | ||
box-sizing: border-box; | ||
} | ||
|
||
html { | ||
background: #692a84; | ||
background: linear-gradient(316deg, #0e0f2a, #060913); | ||
width: 100%; | ||
height: 100%; | ||
} | ||
|
||
body { | ||
font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; | ||
overflow: hidden; | ||
width: 100%; | ||
height: 100%; | ||
margin: 0; | ||
padding: 0; | ||
} | ||
|
||
#app { | ||
height: 800px; | ||
width: 800px; | ||
} | ||
</style> | ||
</head> | ||
|
||
<body> | ||
<div> | ||
<div id="app"></div> | ||
</div> | ||
<script type="module"> | ||
import { Model, Context, Texture, RenderTarget, Attachment } from "../../dist/index.js"; | ||
import { mat4, vec3 } from "../lib/esm/index.js"; | ||
export const positions = [ | ||
// float4 position, float4 color, float2 uv, | ||
1, -1, 1, 1, -1, -1, 1, 1, -1, -1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, -1, -1, -1, 1, | ||
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1, 1, 1, 1, 1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1, 1, 1, 1, 1, 1, 1, -1, -1, 1, | ||
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-1, 1, 1, 1, 1, 1, 1, 1, 1, 1, -1, 1, -1, 1, -1, 1, -1, 1, 1, 1, 1, 1, -1, 1, | ||
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-1, -1, 1, 1, -1, 1, 1, 1, -1, 1, -1, 1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, 1, | ||
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1, 1, 1, 1, -1, 1, 1, 1, -1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, 1, 1, 1, 1, 1, | ||
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1, -1, -1, 1, -1, -1, -1, 1, -1, 1, -1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, 1, -1, 1 | ||
]; | ||
const colors = [ | ||
1, -1, 1, 1, -1, -1, 1, 1, -1, -1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, 1, 1, 1, 1, -1, | ||
1, 1, 1, -1, -1, 1, 1, 1, -1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, -1, 1, -1, 1, | ||
-1, 1, -1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, 1, -1, 1, -1, -1, -1, 1, -1, -1, 1, 1, | ||
-1, 1, -1, 1, 1, 1, 1, 1, -1, 1, 1, 1, -1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, | ||
1, -1, -1, -1, 1, -1, 1, -1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, 1, -1, 1 | ||
]; | ||
const init = async () => { | ||
const context = new Context({ | ||
canvas: null, | ||
container: document.getElementById("app"), | ||
pixelRatio: 1 | ||
}); | ||
const { canvas, presentationFormat } = context; | ||
await context.init(); | ||
const { width, height, depth } = context.presentationSize; | ||
const colorAttachment = new Attachment( | ||
{ r: 0.0, g: 0.0, b: 0.0, a: 0 }, | ||
{ | ||
textureView: () => { | ||
return context.context.getCurrentTexture().createView(); | ||
} | ||
} | ||
); | ||
const depthTexture = new Texture({ | ||
label: "resolveDepth", | ||
size: { width, height, depth }, | ||
format: "depth24plus", | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT | ||
}); | ||
const depthAttachment = new Attachment(1.0, { texture: depthTexture }); | ||
const canvasRenderTarget = new RenderTarget("render", [colorAttachment], depthAttachment); | ||
const aspect = canvas.width / canvas.height; | ||
const projectionMatrix = mat4.perspective([], (2 * Math.PI) / 5, aspect, 1, 100.0); | ||
const modelViewProjectionMatrix = mat4.create(); | ||
const model = new Model({ | ||
shaderId: "model", | ||
frag: ` | ||
@fragment | ||
fn main(@location(0) fragUV: vec2<f32>,@location(1) fragPosition: vec4<f32>) -> @location(0) vec4<f32> { | ||
return fragPosition; | ||
} | ||
`, | ||
vert: ` | ||
struct Uniforms { | ||
modelViewProjectionMatrix : mat4x4<f32>, | ||
} | ||
@binding(0) @group(0) var<uniform> uniforms : Uniforms; | ||
struct VertexOutput { | ||
@builtin(position) Position : vec4<f32>, | ||
@location(0) fragUV : vec2<f32>, | ||
@location(1) fragPosition: vec4<f32>, | ||
} | ||
@vertex | ||
fn main( | ||
@location(0) position : vec4<f32>, | ||
@location(1) uv : vec2<f32> | ||
) -> VertexOutput { | ||
var output : VertexOutput; | ||
output.Position = uniforms.modelViewProjectionMatrix * position; | ||
output.fragUV = uv; | ||
output.fragPosition = 0.5 * (position + vec4(1.0, 1.0, 1.0, 1.0)); | ||
return output; | ||
} | ||
`, | ||
vertexBuffers: [ | ||
{ | ||
stepMode: "vertex", | ||
attributes: { | ||
position: { size: 4, value: positions }, | ||
color: { size: 4, value: colors } | ||
} | ||
} | ||
], | ||
uniformBuffers: [ | ||
{ | ||
type: "uniform", | ||
uniforms: { | ||
modelViewProjectionMatrix: { | ||
type: "mat4", | ||
value: () => { | ||
let viewMatrix = mat4.identity([]); | ||
mat4.translate(viewMatrix, viewMatrix, vec3.fromValues(0, 0, -4)); | ||
const now = Date.now() / 1000; | ||
mat4.rotate( | ||
viewMatrix, | ||
viewMatrix, | ||
1, | ||
vec3.fromValues(Math.sin(now), Math.cos(now), 0) | ||
); | ||
|
||
mat4.multiply(modelViewProjectionMatrix, projectionMatrix, viewMatrix); | ||
return modelViewProjectionMatrix; | ||
} | ||
} | ||
} | ||
} | ||
], | ||
renderState: { | ||
targets: [ | ||
{ | ||
format: presentationFormat | ||
} | ||
], | ||
primitive: { | ||
topology: "triangle-list", | ||
cullMode: "back" | ||
}, | ||
depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: "less", | ||
format: "depth24plus" | ||
} | ||
}, | ||
count: 36, | ||
instances: 1 | ||
}); | ||
|
||
function animate() { | ||
requestAnimationFrame(animate); | ||
const passEncoder = canvasRenderTarget.beginRenderPass(context.device); | ||
model.render({ device: context.device, passEncoder }); | ||
passEncoder.end(); | ||
canvasRenderTarget.endRenderPass(); | ||
} | ||
animate(); | ||
}; | ||
init(); | ||
</script> | ||
</body> | ||
</html> |
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