Rearranging the shaders and scripts to hopefully make the project easier to work on

This commit is contained in:
Rezmason
2021-10-29 09:27:28 -07:00
parent dd4fe3cac6
commit 94f5f1e5ec
21 changed files with 12 additions and 12 deletions

236
js/webgpu/main.js Normal file
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import std140 from "./std140.js";
const { mat4, vec3 } = glMatrix;
const getCanvasSize = (canvas) => {
const devicePixelRatio = window.devicePixelRatio ?? 1;
return [canvas.clientWidth * devicePixelRatio, canvas.clientHeight * devicePixelRatio];
};
const loadTexture = async (device, url) => {
const image = new Image();
image.crossOrigin = "anonymous";
image.src = url;
await image.decode();
const imageBitmap = await createImageBitmap(image);
const texture = device.createTexture({
size: [imageBitmap.width, imageBitmap.height, 1],
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.copyExternalImageToTexture(
{
source: imageBitmap,
},
{
texture: texture,
},
[imageBitmap.width, imageBitmap.height]
);
return texture;
};
export default async (canvas, config) => {
console.log(config);
const NUM_VERTICES_PER_QUAD = 6;
const numColumns = config.numColumns;
const numRows = config.numColumns;
if (navigator.gpu == null) {
return;
}
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
const presentationFormat = canvasContext.getPreferredFormat(adapter);
const queue = device.queue;
const canvasConfig = {
device,
format: presentationFormat,
size: getCanvasSize(canvas),
};
canvasContext.configure(canvasConfig);
const renderPassConfig = {
colorAttachments: [
{
view: canvasContext.getCurrentTexture().createView(),
loadValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
};
const msdfSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const msdfTexture = await loadTexture(device, config.glyphTexURL);
const configStructLayout = std140(["i32", "i32", "f32"]);
const configBufferSize = configStructLayout.size;
const configBuffer = device.createBuffer({
size: configBufferSize,
usage: GPUBufferUsage.UNIFORM,
mappedAtCreation: true,
});
configStructLayout.build([numColumns, numRows, config.glyphHeightToWidth], configBuffer.getMappedRange());
configBuffer.unmap();
const msdfStructLayout = std140(["i32", "i32"]);
const msdfBuffer = device.createBuffer({
size: msdfStructLayout.size,
usage: GPUBufferUsage.UNIFORM,
mappedAtCreation: true,
});
msdfStructLayout.build([config.glyphTextureColumns, config.glyphSequenceLength], msdfBuffer.getMappedRange());
msdfBuffer.unmap();
const timeStructLayout = std140(["f32", "i32"]);
const timeBuffer = device.createBuffer({
size: timeStructLayout.size,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const sceneStructLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
const sceneBuffer = device.createBuffer({
size: sceneStructLayout.size,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const camera = mat4.create();
const translation = vec3.set(vec3.create(), 0, 0, -1);
const scale = vec3.set(vec3.create(), 1, 1, 1);
const transform = mat4.create();
mat4.translate(transform, transform, translation);
mat4.scale(transform, transform, scale);
const updateCameraBuffer = () => {
const canvasSize = canvasConfig.size;
const aspectRatio = canvasSize[0] / canvasSize[1];
mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
queue.writeBuffer(sceneBuffer, 0, sceneStructLayout.build([screenSize, camera, transform]));
};
updateCameraBuffer();
const [rainRenderShader] = await Promise.all(["shaders/wgsl/rainRenderPass.wgsl"].map(async (path) => (await fetch(path)).text()));
const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader });
const additiveBlendComponent = {
operation: "add",
srcFactor: "one",
dstFactor: "one",
};
const additiveBlending = {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
};
const rainRenderPipeline = device.createRenderPipeline({
vertex: {
module: rainRenderShaderModule,
entryPoint: "vertMain",
},
fragment: {
module: rainRenderShaderModule,
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
blend: additiveBlending,
},
],
},
});
console.log(device.limits);
const bindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: {
buffer: configBuffer,
},
},
{
binding: 1,
resource: {
buffer: msdfBuffer,
},
},
{
binding: 2,
resource: msdfSampler,
},
{
binding: 3,
resource: msdfTexture.createView(),
},
{
binding: 4,
resource: {
buffer: timeBuffer,
},
},
{
binding: 5,
resource: {
buffer: sceneBuffer,
},
},
],
});
const bundleEncoder = device.createRenderBundleEncoder({
colorFormats: [presentationFormat],
});
bundleEncoder.setPipeline(rainRenderPipeline);
bundleEncoder.setBindGroup(0, bindGroup);
const numQuads = numColumns * numRows;
bundleEncoder.draw(NUM_VERTICES_PER_QUAD * numQuads, 1, 0, 0);
const renderBundles = [bundleEncoder.finish()];
let frame = 0;
const renderLoop = (now) => {
const canvasSize = getCanvasSize(canvas);
if (canvasSize[0] !== canvasConfig.size[0] || canvasSize[1] !== canvasConfig.size[1]) {
canvasConfig.size = canvasSize;
canvasContext.configure(canvasConfig);
// TODO: destroy and recreate all screen size textures
updateCameraBuffer();
}
queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now / 1000, frame]));
frame++;
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const encoder = device.createCommandEncoder();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.executeBundles(renderBundles);
renderPass.endPass();
const commandBuffer = encoder.finish();
queue.submit([commandBuffer]);
requestAnimationFrame(renderLoop);
};
requestAnimationFrame(renderLoop);
};

77
js/webgpu/std140.js Normal file
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const supportedTypes = {
["i32"]: [1, 1, "i32"],
["u32"]: [1, 1, "u32"],
["f32"]: [1, 1, "f32"],
["atomic<i32>"]: [1, 1, "i32"],
["vec2<i32>"]: [2, 2, "i32"],
["vec3<i32>"]: [4, 3, "i32"],
["vec4<i32>"]: [4, 4, "i32"],
["atomic<u32>"]: [1, 1, "u32"],
["vec2<u32>"]: [2, 2, "u32"],
["vec3<u32>"]: [4, 3, "u32"],
["vec4<u32>"]: [4, 4, "u32"],
["atomic<f32>"]: [1, 1, "f32"],
["vec2<f32>"]: [2, 2, "f32"],
["vec3<f32>"]: [4, 3, "f32"],
["vec4<f32>"]: [4, 4, "f32"],
["mat2x2<f32>"]: [2, 4, "f32"],
["mat3x2<f32>"]: [2, 6, "f32"],
["mat4x2<f32>"]: [2, 8, "f32"],
["mat2x3<f32>"]: [4, 8, "f32"],
["mat3x3<f32>"]: [4, 12, "f32"],
["mat4x3<f32>"]: [4, 16, "f32"],
["mat2x4<f32>"]: [4, 8, "f32"],
["mat3x4<f32>"]: [4, 12, "f32"],
["mat4x4<f32>"]: [4, 16, "f32"],
};
const computeStructLayout = (types) => {
const fields = [];
let byteOffset = 0;
for (const type of types) {
if (supportedTypes[type] == null) {
throw new Error(`Unsupported type: ${type}`);
}
const [alignAtByte, sizeInBytes, baseType] = supportedTypes[type];
byteOffset = Math.ceil(byteOffset / alignAtByte) * alignAtByte;
fields.push({ baseType, byteOffset });
byteOffset += sizeInBytes;
}
// console.log(types);
// console.log(fields);
const size = byteOffset * Float32Array.BYTES_PER_ELEMENT;
return {
fields,
size,
build: (values, buffer = null) => buildStruct(fields, values, buffer ?? new ArrayBuffer(size)),
};
};
const buildStruct = (fields, values, buffer) => {
if (values.length !== fields.length) {
throw new Error(`This struct contains ${fields.length} values, and you supplied ${values.length}.`);
}
const views = {
i32: new Int32Array(buffer),
u32: new Uint32Array(buffer),
f32: new Float32Array(buffer),
};
for (let i = 0; i < values.length; i++) {
const view = views[fields[i].baseType];
const value = values[i];
const array = value[Symbol.iterator] == null ? [value] : value;
view.set(array, fields[i].byteOffset);
}
return buffer;
};
export default computeStructLayout;