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, // Which of these are necessary? }); 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 THIRTY_TWO_BITS = 4; // 4 bytes = 32 bits 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 sampler = device.createSampler(); const msdfTexture = await loadTexture(device, config.glyphTexURL); const configBufferSize = THIRTY_TWO_BITS * (1 * 1 + 1 * 1); const configBuffer = device.createBuffer({ size: configBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, // Which of these are necessary? mappedAtCreation: true, }); new Int32Array(configBuffer.getMappedRange()).set([numColumns, numRows]); configBuffer.unmap(); const msdfBufferSize = THIRTY_TWO_BITS * (1 * 1); const msdfBuffer = device.createBuffer({ size: msdfBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.FRAGMENT | GPUBufferUsage.COPY_DST, // Which of these are necessary? mappedAtCreation: true, }); new Int32Array(msdfBuffer.getMappedRange()).set([config.glyphTextureColumns]); msdfBuffer.unmap(); const timeBufferSize = THIRTY_TWO_BITS * (1 * 1 + 1 * 1); const timeBuffer = device.createBuffer({ size: configBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary? }); const cameraBufferSize = THIRTY_TWO_BITS * (1 * 2); const cameraBuffer = device.createBuffer({ size: configBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary? }); const updateCameraBuffer = () => { const canvasSize = canvasConfig.size; const aspectRatio = canvasSize[0] / canvasSize[1]; const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1]; queue.writeBuffer(cameraBuffer, 0, new Float32Array(screenSize)); } updateCameraBuffer(); const [rainRenderShader] = await Promise.all(["shaders/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, }, ], }, primitive: { // What happens if this isn't here? topology: "triangle-list", // What happens if this isn't here? cullMode: "back", // What happens if this isn't here? }, }); const configBindGroup = device.createBindGroup({ layout: rainRenderPipeline.getBindGroupLayout(0), entries: [ { binding: 0, resource: { buffer: configBuffer, }, }, ], }); const msdfBindGroup = device.createBindGroup({ layout: rainRenderPipeline.getBindGroupLayout(1), entries: [ { binding: 0, resource: { buffer: msdfBuffer, }, }, { binding: 1, resource: sampler, }, { binding: 2, resource: msdfTexture.createView(), }, ], }); const timeBindGroup = device.createBindGroup({ layout: rainRenderPipeline.getBindGroupLayout(2), entries: [ { binding: 0, resource: { buffer: timeBuffer, }, }, ], }); const cameraBindGroup = device.createBindGroup({ layout: rainRenderPipeline.getBindGroupLayout(3), entries: [ { binding: 0, resource: { buffer: cameraBuffer, }, }, ], }); const rainRenderPipelineBindGroups = [configBindGroup, msdfBindGroup, timeBindGroup, cameraBindGroup]; const bundleEncoder = device.createRenderBundleEncoder({ colorFormats: [presentationFormat], }); bundleEncoder.setPipeline(rainRenderPipeline); rainRenderPipelineBindGroups.forEach((bindGroup, index) => { bundleEncoder.setBindGroup(index, 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, new Int32Array([now, 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); };