WebGPU Example Depth buffer accessing and drawing debugging visualizing document body style height 600px get some model data use json as it s easy to load setup let response await fetch var scripts skull json let json await response json console log vertices json vertices length console log faces json faces length console log normals json normals length get some bounds for the model doesn t go off screen let min x 10000 y 10000 z 10000 let max x 10000 y 10000 z 10000 for let i 0 i json vertices length 3 i min x Math min min x json vertices i 3 0 min y Math min min y json vertices i 3 1 min z Math min min z json vertices i 3 2 max x Math max max x json vertices i 3 0 max y Math max max y json vertices i 3 1 max z Math max max z json vertices i 3 2 let delta x max x min x y max y min y z max z min z let middle x min x delta x 0 5 y min y delta y 0 5 z min z delta z 0 5 let dist Math sqrt delta x delta x delta y delta y delta z delta z console log model dist dist console log min min x min y min z console log max max x max y max z console log middle middle x middle y middle z var script document createElement script script type text javascript script async false script src https cdnjs cloudflare com ajax libs gl matrix 2 6 0 gl matrix min js document head appendChild script let canvas document createElement canvas document body appendChild canvas canvas width canvas height 512 const adapter await navigator gpu requestAdapter const device await adapter requestDevice const context canvas getContext webgpu const presentationSize canvas width 1 canvas height 1 let presentationFormat navigator gpu getPreferredCanvasFormat context getPreferredFormat adapter no longer supported console log presentationFormat presentationFormat context configure device device compositingAlphaMode opaque Specify we want both RENDER_ATTACHMENT and COPY_SRC since we will copy out of the swap chain texture usage GPUTextureUsage RENDER_ATTACHMENT GPUTextureUsage COPY_SRC format presentationFormat size presentationSize let translateMat mat4 create let rotateXMat mat4 create let rotateYMat mat4 create let rotateZMat mat4 create let scaleMat mat4 create const projectionMatrix mat4 create const viewMatrix mat4 create const lightViewMatrix mat4 create const modelMatrix mat4 create const rotation 0 0 0 mat4 perspective projectionMatrix Math PI 2 canvas width canvas height 0 1 100 0 mat4 lookAt viewMatrix 0 0 dist 0 6 0 0 0 0 1 0 mat4 lookAt lightViewMatrix 0 0 dist 0 6 0 0 0 0 1 0 mat4 lookAt lightViewMatrix 0 30 0 5 1 0 0 0 0 1 0 Declare buffer handles const uniformBuffer device createBuffer size 256 3x mat4x4 3x64 192 usage GPUBufferUsage UNIFORM GPUBufferUsage COPY_DST device queue writeBuffer uniformBuffer 0 modelMatrix device queue writeBuffer uniformBuffer 64 viewMatrix device queue writeBuffer uniformBuffer 128 projectionMatrix device queue writeBuffer uniformBuffer 192 lightViewMatrix const sceneUniformBindGroupLayout device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform const sceneUniformBindGroup device createBindGroup layout sceneUniformBindGroupLayout entries binding 0 resource buffer uniformBuffer const vertWGSL struct Uniforms modelMatrix mat4x4 f32 modelView mat4x4 f32 modelProjection mat4x4 f32 lightView mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 normal vec3 f32 location 1 pos vec4 f32 vertex fn main location 0 normal vec3 f32 location 1 inPos vec3 f32 VSOut var vsOut VSOut var lmvp uniforms modelProjection uniforms lightView uniforms modelMatrix vsOut Position lmvp vec4 f32 inPos 1 0 vsOut pos lmvp vec4 f32 inPos 1 0 let n normalize normal let tiM uniforms modelMatrix let fN tiM vec4 f32 n 0 0 xyz vsOut normal fN return vsOut const fragWGSL struct GfxTextureOutput location 0 tex0 vec4 f32 fragment fn main location 0 normal vec3 f32 location 1 pos vec4 f32 GfxTextureOutput var depth pos z pos w depth depth 0 999 1000 0 depth clamp depth 0 0 1 0 depth depth 0 5 0 5 var out GfxTextureOutput out tex0 vec4 f32 depth depth depth 1 0 return out const positions new Float32Array json vertices let normals new Float32Array json normals const indices new Uint16Array json faces if you don t have normals let s use the position data if json normals length 0 normals new Float32Array json vertices const createBuffer arrData usage const buffer device createBuffer size arrData byteLength 3 3 usage usage mappedAtCreation true if arrData instanceof Float32Array new Float32Array buffer getMappedRange set arrData else new Uint16Array buffer getMappedRange set arrData buffer unmap return buffer Declare buffer handles GPUBuffer var positionBuffer createBuffer positions GPUBufferUsage VERTEX var normalBuffer createBuffer normals GPUBufferUsage VERTEX var indexBuffer createBuffer indices GPUBufferUsage INDEX const pipeline device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout vertex module device createShaderModule code vertWGSL entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 fragment module device createShaderModule code fragWGSL entryPoint main targets format presentationFormat gfxTexture0 primitive topology triangle list frontFace cw cullMode back depthStencil format depth24plus format depth32float format depth16unorm depthWriteEnabled true depthCompare less const depthTexture device createTexture size canvas width canvas height 1 size width canvas width height canvas height depth 1 dimension 2d format depth16unorm format depth32float format depth24plus format depth24plus usage 0x4 0x10 0x10 0x04 GPUTextureUsage RENDER_ATTACHMENT GPUTextureUsage TEXTURE_BINDING var depthTextureView depthTexture createView Graphics buffer texture render targets const gfxTexture0 device createTexture size presentationSize usage 0x10 0x04 GPUTextureUsage RENDER_ATTACHMENT GPUTextureUsage TEXTURE_BINDING format presentationFormat const gfxTexureView0 gfxTexture0 createView const renderPassDescription set colorattachment views in the frame update colorAttachments view gfxTexureView0 loadOp clear clearValue 0 0 0 0 0 8 1 storeOp store depthStencilAttachment view depthTextureView depthLoadOp clear depthClearValue 1 depthStoreOp store stencilLoadValue 0 stencilStoreOp store pass 2 let textureSampler device createSampler minFilter linear magFilter linear const sceneUniformBindGroupLayout2 device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform binding 1 visibility GPUShaderStage FRAGMENT sampler type filtering filtering binding 1 visibility GPUShaderStage FRAGMENT sampler type depth binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 3 visibility GPUShaderStage FRAGMENT texture sampleType depth viewDimension 2d const uniformBindGroup2 device createBindGroup layout sceneUniformBindGroupLayout2 entries binding 0 resource buffer uniformBuffer binding 1 resource textureSampler binding 2 resource gfxTexureView0 binding 3 resource depthTextureView var vertWGSL2 struct Uniforms modelMatrix mat4x4 f32 modelView mat4x4 f32 modelProjection mat4x4 f32 lightView mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 normal vec3 f32 location 1 pos vec3 f32 location 2 lpos vec4 f32 location 3 uvs vec2 f32 vertex fn main builtin vertex_index VertexIndex u32 location 0 normal vec3 f32 location 1 inPos vec3 f32 VSOut var pos array vec2 f32 4 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 var vsOut VSOut vsOut Position vec4 f32 pos VertexIndex 0 9 0 0 1 0 vsOut uvs pos VertexIndex 1 0 0 5 return vsOut var fragWGSL2 group 0 binding 1 var mySampler sampler group 0 binding 2 var myTexture0 texture_2d f32 group 0 binding 3 var myTexture1 texture_depth_2d fragment fn main location 0 normal vec3 f32 location 1 pos vec3 f32 location 2 lpos vec4 f32 location 3 uvs vec2 f32 location 0 vec4 f32 var c textureSample myTexture1 mySampler uvs let c textureSample myTexture0 mySampler uvs y due to the non linear nature of the depth projection the values are biased towards the viewer more detail resolution nearer to the camera so if you want to see the changes in color visually you need to zoom in on part of the view c c 0 99 100 0 return vec4 f32 c c c 1 0 const depthTexture2 device createTexture size canvas width canvas height 1 format depth32float format depth24plus format depth24plus usage GPUTextureUsage RENDER_ATTACHMENT GPUTextureUsage TEXTURE_BINDING const pipeline2 device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout2 vertex module device createShaderModule code vertWGSL2 entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 fragment module device createShaderModule code fragWGSL2 entryPoint main targets format presentationFormat primitive topology triangle list topology triangle strip frontFace cw stripIndexFormat uint32 cullMode back depthStencil format depth24plus depthWriteEnabled false depthCompare less GPURenderPassDescriptor const renderPassDescription2 colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 storeOp store depthStencilAttachment view depthTexture2 createView depthLoadOp clear depthClearValue 1 depthStoreOp store stencilLoadValue 0 stencilStoreOp store function frame function xformMatrix xform translate rotate scale translate translate 0 0 0 rotate rotate 0 0 0 scale scale 1 1 1 mat4 fromTranslation translateMat translate mat4 fromXRotation rotateXMat rotate 0 mat4 fromYRotation rotateYMat rotate 1 mat4 fromZRotation rotateZMat rotate 2 mat4 fromScaling scaleMat scale mat4 multiply xform translateMat scaleMat mat4 multiply xform rotateXMat xform mat4 multiply xform rotateYMat xform mat4 multiply xform rotateZMat xform rotation 0 0 005 rotation 2 0 001 let translate middle x middle y middle z xformMatrix modelMatrix translate rotation null device queue writeBuffer uniformBuffer 0 modelMatrix renderPassDescription depthStencilAttachment view depthTextureView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescription renderPass setPipeline pipeline renderPass setVertexBuffer 0 normalBuffer renderPass setVertexBuffer 1 positionBuffer renderPass setIndexBuffer indexBuffer uint16 renderPass setBindGroup 0 sceneUniformBindGroup renderPass drawIndexed json faces length 1 renderPass end device queue submit commandEncoder finish renderPassDescription2 colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescription2 passEncoder setPipeline pipeline2 passEncoder setVertexBuffer 0 normalBuffer passEncoder setVertexBuffer 1 positionBuffer passEncoder setIndexBuffer indexBuffer uint16 passEncoder setBindGroup 0 uniformBindGroup2 passEncoder drawIndexed json faces length 1 passEncoder draw 4 1 0 0 passEncoder end device queue submit commandEncoder finish requestAnimationFrame frame frame console log ready
reUsage TEXTURE_BINDING var depthTextureView depthTexture createView Graphics buffer texture render targets const gfxTexture0 device createTexture size presentationSize usage 0x10 0x04 GPUTextureUsage RENDER_ATTACHMENT GPUTextureUsage TEXTURE_BINDING format presentationFormat const gfxTexureView0 gfxTexture0 createView const renderPassDescription set colorattachment views in the frame update colorAttachments view gfxTexureView0 loadOp clear clearValue 0 0 0 0 0 8 1 storeOp store depthStencilAttachment view depthTextureView depthLoadOp clear depthClearValue 1 depthStoreOp store stencilLoadValue 0 stencilStoreOp store pass 2 let textureSampler device createSampler minFilter linear magFilter linear const sceneUniformBindGroupLayout2 device createBindGroupLayout entries binding 0 visibility GPUShaderStage VERTEX buffer type uniform binding 1 visibility GPUShaderStage FRAGMENT sampler type filtering filtering binding 1 visibility GPUShaderStage FRAGMENT sampler type depth binding 2 visibility GPUShaderStage FRAGMENT texture sampleType float viewDimension 2d binding 3 visibility GPUShaderStage FRAGMENT texture sampleType depth viewDimension 2d const uniformBindGroup2 device createBindGroup layout sceneUniformBindGroupLayout2 entries binding 0 resource buffer uniformBuffer binding 1 resource textureSampler binding 2 resource gfxTexureView0 binding 3 resource depthTextureView var vertWGSL2 struct Uniforms modelMatrix mat4x4 f32 modelView mat4x4 f32 modelProjection mat4x4 f32 lightView mat4x4 f32 binding 0 group 0 var uniform uniforms Uniforms struct VSOut builtin position Position vec4 f32 location 0 normal vec3 f32 location 1 pos vec3 f32 location 2 lpos vec4 f32 location 3 uvs vec2 f32 vertex fn main builtin vertex_index VertexIndex u32 location 0 normal vec3 f32 location 1 inPos vec3 f32 VSOut var pos array vec2 f32 4 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 vec2 f32 1 0 1 0 var vsOut VSOut vsOut Position vec4 f32 pos VertexIndex 0 9 0 0 1 0 vsOut uvs pos VertexIndex 1 0 0 5 return vsOut var fragWGSL2 group 0 binding 1 var mySampler sampler group 0 binding 2 var myTexture0 texture_2d f32 group 0 binding 3 var myTexture1 texture_depth_2d fragment fn main location 0 normal vec3 f32 location 1 pos vec3 f32 location 2 lpos vec4 f32 location 3 uvs vec2 f32 location 0 vec4 f32 var c textureSample myTexture1 mySampler uvs let c textureSample myTexture0 mySampler uvs y due to the non linear nature of the depth projection the values are biased towards the viewer more detail resolution nearer to the camera so if you want to see the changes in color visually you need to zoom in on part of the view c c 0 99 100 0 return vec4 f32 c c c 1 0 const depthTexture2 device createTexture size canvas width canvas height 1 format depth32float format depth24plus format depth24plus usage GPUTextureUsage RENDER_ATTACHMENT GPUTextureUsage TEXTURE_BINDING const pipeline2 device createRenderPipeline layout device createPipelineLayout bindGroupLayouts sceneUniformBindGroupLayout2 vertex module device createShaderModule code vertWGSL2 entryPoint main buffers arrayStride 12 attributes shaderLocation 0 format float32x3 offset 0 arrayStride 12 attributes shaderLocation 1 format float32x3 offset 0 fragment module device createShaderModule code fragWGSL2 entryPoint main targets format presentationFormat primitive topology triangle list topology triangle strip frontFace cw stripIndexFormat uint32 cullMode back depthStencil format depth24plus depthWriteEnabled false depthCompare less GPURenderPassDescriptor const renderPassDescription2 colorAttachments view undefined asign later in frame loadOp clear clearValue r 0 0 g 0 5 b 0 5 a 1 0 storeOp store depthStencilAttachment view depthTexture2 createView depthLoadOp clear depthClearValue 1 depthStoreOp store stencilLoadValue 0 stencilStoreOp store function frame function xformMatrix xform translate rotate scale translate translate 0 0 0 rotate rotate 0 0 0 scale scale 1 1 1 mat4 fromTranslation translateMat translate mat4 fromXRotation rotateXMat rotate 0 mat4 fromYRotation rotateYMat rotate 1 mat4 fromZRotation rotateZMat rotate 2 mat4 fromScaling scaleMat scale mat4 multiply xform translateMat scaleMat mat4 multiply xform rotateXMat xform mat4 multiply xform rotateYMat xform mat4 multiply xform rotateZMat xform rotation 0 0 005 rotation 2 0 001 let translate middle x middle y middle z xformMatrix modelMatrix translate rotation null device queue writeBuffer uniformBuffer 0 modelMatrix renderPassDescription depthStencilAttachment view depthTextureView const commandEncoder device createCommandEncoder const renderPass commandEncoder beginRenderPass renderPassDescription renderPass setPipeline pipeline renderPass setVertexBuffer 0 normalBuffer renderPass setVertexBuffer 1 positionBuffer renderPass setIndexBuffer indexBuffer uint16 renderPass setBindGroup 0 sceneUniformBindGroup renderPass drawIndexed json faces length 1 renderPass end device queue submit commandEncoder finish renderPassDescription2 colorAttachments 0 view context getCurrentTexture createView const commandEncoder device createCommandEncoder const passEncoder commandEncoder beginRenderPass renderPassDescription2 passEncoder setPipeline pipeline2 passEncoder setVertexBuffer 0 normalBuffer passEncoder setVertexBuffer 1 positionBuffer passEncoder setIndexBuffer indexBuffer uint16 passEncoder setBindGroup 0 uniformBindGroup2 passEncoder drawIndexed json faces length 1 passEncoder draw 4 1 0 0 passEncoder end device queue submit commandEncoder finish requestAnimationFrame frame frame console log ready