Files
matrix/js/webgpu/main.js

151 lines
4.5 KiB
JavaScript

import std140 from "./std140.js";
import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
const { mat4, vec3 } = glMatrix;
export default async (canvas, config) => {
console.log(config);
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 NUM_VERTICES_PER_QUAD = 6;
const numColumns = config.numColumns;
const numRows = config.numColumns;
const msdfSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const msdfTexture = await loadTexture(device, config.glyphTexURL);
const configStructLayout = std140(["i32", "i32", "f32"]);
const configBuffer = makeUniformBuffer(device, configStructLayout, [numColumns, numRows, config.glyphHeightToWidth]);
const msdfStructLayout = std140(["i32", "i32"]);
const msdfBuffer = makeUniformBuffer(device, msdfStructLayout, [config.glyphTextureColumns, config.glyphSequenceLength]);
const timeStructLayout = std140(["f32", "i32"]);
const timeBuffer = makeUniformBuffer(device, timeStructLayout);
const sceneStructLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
const sceneBuffer = makeUniformBuffer(device, sceneStructLayout);
const transform = mat4.create();
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
const camera = mat4.create();
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 rainRenderPipeline = device.createRenderPipeline({
vertex: {
module: rainRenderShaderModule,
entryPoint: "vertMain",
},
fragment: {
module: rainRenderShaderModule,
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
],
},
});
console.log(device.limits);
const bindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [configBuffer, msdfBuffer, msdfSampler, msdfTexture.createView(), timeBuffer, sceneBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
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);
};