你们好,本文学习Chrome->webgpu-samplers->twoCubes和instancedCube示例。html
这两个示例都与“rotatingCube”示例差很少。建议你们先学习该示例,再学习本文的两个示例git
上一篇博文:
WebGPU学习(六):学习“rotatingCube”示例github
该示例绘制了两个立方体。web
与“rotatingCube”示例相比,该示例增长了如下的内容:canvas
下面,咱们打开twoCubes.ts文件,依次来看下新增内容:数组
由于只有一个ubo,因此只有一个uniform block,代码与rotatingCube示例相同:函数
const vertexShaderGLSL = `#version 450 layout(set = 0, binding = 0) uniform Uniforms { mat4 modelViewProjectionMatrix; } uniforms; ... void main() { gl_Position = uniforms.modelViewProjectionMatrix * position; ... } `;
代码以下:布局
const matrixSize = 4 * 16; // BYTES_PER_ELEMENT(4) * matrix length(4 * 4 = 16) const offset = 256; // uniformBindGroup offset must be 256-byte aligned const uniformBufferSize = offset + matrixSize; const uniformBuffer = device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, });
uniform buffer要保存两个mvp矩阵的数据,可是它们不能连续存放,它们的起始位置必须为256的倍数,因此uniform buffer实际的内存布局为:
0-63:第一个mvp矩阵
64-255:0(占位)
256-319:第二个mvp矩阵学习
uniform buffer的size为256+64=320code
建立两个uniform bind group,经过指定offset和size,对应到同一个uniform buffer:
const uniformBindGroup1 = device.createBindGroup({ layout: uniformsBindGroupLayout, bindings: [{ binding: 0, resource: { buffer: uniformBuffer, offset: 0, size: matrixSize } }], }); const uniformBindGroup2 = device.createBindGroup({ layout: uniformsBindGroupLayout, bindings: [{ binding: 0, resource: { buffer: uniformBuffer, offset: offset, size: matrixSize } }] });
代码以下:
//由于是固定相机,因此只须要计算一次projection矩阵 const aspect = Math.abs(canvas.width / canvas.height); let projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, (2 * Math.PI) / 5, aspect, 1, 100.0); ... let modelMatrix1 = mat4.create(); mat4.translate(modelMatrix1, modelMatrix1, vec3.fromValues(-2, 0, 0)); let modelMatrix2 = mat4.create(); mat4.translate(modelMatrix2, modelMatrix2, vec3.fromValues(2, 0, 0)); //建立两个mvp矩阵 let modelViewProjectionMatrix1 = mat4.create(); let modelViewProjectionMatrix2 = mat4.create(); //由于是固定相机,因此只须要计算一次view矩阵 let viewMatrix = mat4.create(); mat4.translate(viewMatrix, viewMatrix, vec3.fromValues(0, 0, -7)); let tmpMat41 = mat4.create(); let tmpMat42 = mat4.create();
相关代码以下所示:
function updateTransformationMatrix() { let now = Date.now() / 1000; mat4.rotate(tmpMat41, modelMatrix1, 1, vec3.fromValues(Math.sin(now), Math.cos(now), 0)); mat4.rotate(tmpMat42, modelMatrix2, 1, vec3.fromValues(Math.cos(now), Math.sin(now), 0)); mat4.multiply(modelViewProjectionMatrix1, viewMatrix, tmpMat41); mat4.multiply(modelViewProjectionMatrix1, projectionMatrix, modelViewProjectionMatrix1); mat4.multiply(modelViewProjectionMatrix2, viewMatrix, tmpMat42); mat4.multiply(modelViewProjectionMatrix2, projectionMatrix, modelViewProjectionMatrix2); } return function frame() { updateTransformationMatrix(); ... uniformBuffer.setSubData(0, modelViewProjectionMatrix1); uniformBuffer.setSubData(offset, modelViewProjectionMatrix2); ... }
updateTransformationMatrix函数更新两个mvp矩阵;
调用两次setSubData,分别将更新后的mvp矩阵数据更新到同一个uniform buffer中。
代码以下:
return function frame() { ... const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); ... passEncoder.setBindGroup(0, uniformBindGroup1); passEncoder.draw(36, 1, 0, 0); passEncoder.setBindGroup(0, uniformBindGroup2); passEncoder.draw(36, 1, 0, 0); passEncoder.endPass(); ... }
第一次draw,绘制第一个cube,设置对应的uniformBindGroup1;
第二次draw,绘制第二个cube,设置对应的uniformBindGroup2。
该示例使用instance技术,经过一次draw,绘制了多个立方体实例。
与“rotatingCube”示例相比,该示例增长了如下的内容:
下面,咱们打开instancedCube.ts文件,依次来看下新增内容:
代码以下:
const vertexShaderGLSL = `#version 450 //总共16个实例 #define MAX_NUM_INSTANCES 16 layout(set = 0, binding = 0) uniform Uniforms { //ubo包含mvp矩阵数组,数组长度为16 mat4 modelViewProjectionMatrix[MAX_NUM_INSTANCES]; } uniforms; layout(location = 0) in vec4 position; layout(location = 1) in vec4 color; ... void main() { //使用gl_InstanceIndex取到当前实例的序号(0-15),经过它获取对应的mvp矩阵 gl_Position = uniforms.modelViewProjectionMatrix[gl_InstanceIndex] * position; ... }`;
代码以下:
//16个立方体的排列顺序是x方向4个、y方向4个 const xCount = 4; const yCount = 4; const numInstances = xCount * yCount; const matrixFloatCount = 16; // BYTES_PER_ELEMENT(4) * matrix length(4 * 4 = 16) const matrixSize = 4 * matrixFloatCount; const uniformBufferSize = numInstances * matrixSize; const uniformBuffer = device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, });
这里与twoCubes不一样的是,不一样实例的mvp矩阵的数据是连续存放的,因此uniform buffer的size为numInstances(16个)* matrixSize。
只建立一个:
const uniformBindGroup = device.createBindGroup({ layout: uniformsBindGroupLayout, bindings: [{ binding: 0, resource: { buffer: uniformBuffer, } }], });
代码以下:
//由于是固定相机,因此只须要计算一次projection矩阵 const aspect = Math.abs(canvas.width / canvas.height); let projectionMatrix = mat4.create(); mat4.perspective(projectionMatrix, (2 * Math.PI) / 5, aspect, 1, 100.0); ... let modelMatrices = new Array(numInstances); //mvpMatricesData用来依次存放全部立方体实例的mvp矩阵数据 let mvpMatricesData = new Float32Array(matrixFloatCount * numInstances); let step = 4.0; let m = 0; //准备modelMatrices数据 for (let x = 0; x < xCount; x++) { for (let y = 0; y < yCount; y++) { modelMatrices[m] = mat4.create(); mat4.translate(modelMatrices[m], modelMatrices[m], vec3.fromValues( step * (x - xCount / 2 + 0.5), step * (y - yCount / 2 + 0.5), 0 )); m++; } } //由于是固定相机,因此只须要计算一次view矩阵 let viewMatrix = mat4.create(); mat4.translate(viewMatrix, viewMatrix, vec3.fromValues(0, 0, -12)); let tmpMat4 = mat4.create();
相关代码以下所示:
function updateTransformationMatrix() { let now = Date.now() / 1000; let m = 0, i = 0; for (let x = 0; x < xCount; x++) { for (let y = 0; y < yCount; y++) { mat4.rotate(tmpMat4, modelMatrices[i], 1, vec3.fromValues(Math.sin((x + 0.5) * now), Math.cos((y + 0.5) * now), 0)); mat4.multiply(tmpMat4, viewMatrix, tmpMat4); mat4.multiply(tmpMat4, projectionMatrix, tmpMat4); mvpMatricesData.set(tmpMat4, m); i++; m += matrixFloatCount; } } } return function frame() { updateTransformationMatrix(); ... uniformBuffer.setSubData(0, mvpMatricesData); ... }
updateTransformationMatrix函数更新mvpMatricesData;
调用一次setSubData,将更新后的mvpMatricesData设置到uniform buffer中。
代码以下:
return function frame() { ... const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); ... //设置对应的uniformBindGroup passEncoder.setBindGroup(0, uniformBindGroup); //指定实例个数为numInstances passEncoder.draw(36, numInstances, 0, 0); ... }