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fix: set default offset of IndexBuffer #28

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Sep 25, 2023
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5 changes: 5 additions & 0 deletions .changeset/grumpy-jokes-hear.md
Original file line number Diff line number Diff line change
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---
'@strawberry-vis/g-device-api': patch
---

Set default offset of IndexBuffer.
5 changes: 5 additions & 0 deletions .changeset/silver-feet-poke.md
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---
'@strawberry-vis/g-device-api': minor
---

Support stencil front & back.
Binary file added __tests__/integration/snapshots/stencil.png
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23 changes: 23 additions & 0 deletions __tests__/integration/stencil.spec.ts
Original file line number Diff line number Diff line change
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import _gl from 'gl';
import { getWebGLDeviceContributionAndCanvas } from '../utils';
import { render } from '../../examples/demos/stencil';
import '../useSnapshotMatchers';

describe('Stencil', () => {
it('should render correctly.', async () => {
const [webGLDeviceContribution, $canvas] =
getWebGLDeviceContributionAndCanvas();

const disposeCallback = await render(
webGLDeviceContribution,
$canvas,
false,
);

const dir = `${__dirname}/snapshots`;

expect($canvas.getContext('webgl1')).toMatchWebGLSnapshot(dir, 'stencil');

disposeCallback();
});
});
150 changes: 150 additions & 0 deletions examples/demos/draw-index.ts
Original file line number Diff line number Diff line change
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import {
DeviceContribution,
VertexStepMode,
Format,
TransparentWhite,
BufferUsage,
BufferFrequencyHint,
TextureUsage,
} from '../../src';
import { initExample } from './utils';

export async function render(
deviceContribution: DeviceContribution,
$canvas: HTMLCanvasElement,
useRAF = true,
) {
// create swap chain and get device
const swapChain = (await deviceContribution.createSwapChain($canvas))!;
// TODO: resize
swapChain.configureSwapChain($canvas.width, $canvas.height);
const device = swapChain.getDevice();

const program = device.createProgram({
vertex: {
glsl: `
layout(location = 0) in vec2 a_Position;

void main() {
gl_Position = vec4(a_Position, 0.0, 1.0);
}
`,
},
fragment: {
glsl: `
out vec4 outputColor;

void main() {
outputColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`,
},
});

const vertexBuffer = device.createBuffer({
viewOrSize: new Float32Array([0, 0.5, -0.5, -0.5, 0.5, -0.5]),
usage: BufferUsage.VERTEX,
hint: BufferFrequencyHint.DYNAMIC,
});
device.setResourceName(vertexBuffer, 'a_Position');

const indexBuffer = device.createBuffer({
viewOrSize: new Uint32Array([0, 1, 2]),
usage: BufferUsage.INDEX,
hint: BufferFrequencyHint.STATIC,
});

const inputLayout = device.createInputLayout({
vertexBufferDescriptors: [
{
arrayStride: 4 * 2,
stepMode: VertexStepMode.VERTEX,
attributes: [
{
shaderLocation: 0,
offset: 0,
format: Format.F32_RG,
},
],
},
],
indexBufferFormat: Format.U32_R,
program,
});

const pipeline = device.createRenderPipeline({
inputLayout,
program,
colorAttachmentFormats: [Format.U8_RGBA_RT],
});

const renderTarget = device.createRenderTargetFromTexture(
device.createTexture({
format: Format.U8_RGBA_RT,
width: $canvas.width,
height: $canvas.height,
usage: TextureUsage.RENDER_TARGET,
}),
);
device.setResourceName(renderTarget, 'Main Render Target');

let id: number;
const frame = () => {
/**
* An application should call getCurrentTexture() in the same task that renders to the canvas texture.
* Otherwise, the texture could get destroyed by these steps before the application is finished rendering to it.
*/
const onscreenTexture = swapChain.getOnscreenTexture();

const renderPass = device.createRenderPass({
colorAttachment: [renderTarget],
colorResolveTo: [onscreenTexture],
colorClearColor: [TransparentWhite],
});

renderPass.setPipeline(pipeline);
renderPass.setVertexInput(
inputLayout,
[
{
buffer: vertexBuffer,
},
],
{
buffer: indexBuffer,
},
);
renderPass.setViewport(0, 0, $canvas.width, $canvas.height);
renderPass.draw(3);

device.submitPass(renderPass);
if (useRAF) {
id = requestAnimationFrame(frame);
}
};

frame();

return () => {
if (useRAF && id) {
cancelAnimationFrame(id);
}
program.destroy();
vertexBuffer.destroy();
indexBuffer.destroy();
inputLayout.destroy();
pipeline.destroy();
renderTarget.destroy();
device.destroy();

// For debug.
device.checkForLeaks();
};
}

export async function DrawIndex($container: HTMLDivElement) {
return initExample($container, render, {
targets: ['webgl1', 'webgl2', 'webgpu'],
default: 'webgl2',
});
}
2 changes: 2 additions & 0 deletions examples/demos/index.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,9 @@
export { PrimitiveTopologyPoints } from './primitive-topology-points';
export { PrimitiveTopologyTriangles } from './primitive-topology-triangles';
export { DrawIndex } from './draw-index';
export { MSAA } from './msaa';
export { RotatingCube } from './rotating-cube';
export { Stencil } from './stencil';
export { TwoCubes } from './two-cubes';
export { TexturedCube } from './textured-cube';
export { Sampler } from './sampler';
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