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triangle.py
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"""
Example use of webgpu API to draw a triangle. See the triangle_glfw.py
script (and related scripts) for actually running this.
Similar example in other languages / API's:
* Rust wgpu:
https://github.com/gfx-rs/wgpu-rs/blob/master/examples/hello-triangle/main.rs
* C wgpu:
https://github.com/gfx-rs/wgpu/blob/master/examples/triangle/main.c
* Python Vulkan:
https://github.com/realitix/vulkan/blob/master/example/contribs/example_glfw.py
"""
import wgpu
from python_shader import python2shader, vec2, vec3, vec4, i32
# %% Shaders
@python2shader
def vertex_shader(input, output):
input.define("index", "VertexId", i32)
output.define("pos", "Position", vec4)
output.define("color", 0, vec3)
positions = [vec2(+0.0, -0.5), vec2(+0.5, +0.5), vec2(-0.5, +0.7)]
p = positions[input.index]
output.pos = vec4(p, 0.0, 1.0)
output.color = vec3(p, 0.5)
@python2shader
def fragment_shader(input, output):
input.define("color", 0, vec3)
output.define("color", 0, vec4)
output.color = vec4(input.color, 1.0)
# %% The wgpu calls
def main(canvas):
""" Regular function to setup a viz on the given canvas.
"""
adapter = wgpu.requestAdapter(powerPreference="high-performance")
device = adapter.requestDevice(extensions=[], limits=wgpu.GPULimits())
return _main(canvas, device)
async def mainAsync(canvas):
""" Async function to setup a viz on the given canvas.
"""
adapter = await wgpu.requestAdapterAsync(powerPreference="high-performance")
device = await adapter.requestDeviceAsync(extensions=[], limits=wgpu.GPULimits())
return _main(canvas, device)
def _main(canvas, device):
vshader = device.createShaderModule(code=vertex_shader)
fshader = device.createShaderModule(code=fragment_shader)
bind_group_layout = device.createBindGroupLayout(bindings=[]) # zero bindings
bind_group = device.createBindGroup(layout=bind_group_layout, bindings=[])
pipeline_layout = device.createPipelineLayout(bindGroupLayouts=[bind_group_layout])
render_pipeline = device.createRenderPipeline(
layout=pipeline_layout,
vertexStage={"module": vshader, "entryPoint": "main"},
fragmentStage={"module": fshader, "entryPoint": "main"},
primitiveTopology=wgpu.PrimitiveTopology.triangle_list,
rasterizationState={
"frontFace": wgpu.FrontFace.ccw,
"cullMode": wgpu.CullMode.none,
"depthBias": 0,
"depthBiasSlopeScale": 0.0,
"depthBiasClamp": 0.0,
},
colorStates=[
{
"format": wgpu.TextureFormat.bgra8unorm_srgb,
"alphaBlend": (
wgpu.BlendFactor.one,
wgpu.BlendFactor.zero,
wgpu.BlendOperation.add,
),
"colorBlend": (
wgpu.BlendFactor.one,
wgpu.BlendFactor.zero,
wgpu.BlendOperation.add,
),
"writeMask": wgpu.ColorWrite.ALL,
}
],
depthStencilState=None,
vertexState={"indexFormat": wgpu.IndexFormat.uint32, "vertexBuffers": []},
sampleCount=1,
sampleMask=0xFFFFFFFF,
alphaToCoverageEnabled=False,
)
swap_chain = canvas.configureSwapChain(
device, wgpu.TextureFormat.bgra8unorm_srgb, wgpu.TextureUsage.OUTPUT_ATTACHMENT
)
def drawFrame():
current_texture_view = swap_chain.getCurrentTextureView()
command_encoder = device.createCommandEncoder()
render_pass = command_encoder.beginRenderPass(
colorAttachments=[
{
"attachment": current_texture_view,
"resolveTarget": None,
"loadValue": (0, 0, 0, 1), # LoadOp.load or color
"storeOp": wgpu.StoreOp.store,
}
],
depthStencilAttachment=None,
)
render_pass.setPipeline(render_pipeline)
render_pass.setBindGroup(
0, bind_group, [], 0, 999999
) # last 2 elements not used
render_pass.draw(3, 1, 0, 0)
render_pass.endPass()
device.defaultQueue.submit([command_encoder.finish()])
canvas.drawFrame = drawFrame