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https://github.com/Rezmason/matrix.git
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151 lines
4.5 KiB
JavaScript
151 lines
4.5 KiB
JavaScript
import std140 from "./std140.js";
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import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
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const { mat4, vec3 } = glMatrix;
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export default async (canvas, config) => {
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console.log(config);
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const adapter = await navigator.gpu.requestAdapter();
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const device = await adapter.requestDevice();
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const canvasContext = canvas.getContext("webgpu");
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const presentationFormat = canvasContext.getPreferredFormat(adapter);
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const queue = device.queue;
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const canvasConfig = {
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device,
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format: presentationFormat,
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size: getCanvasSize(canvas),
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};
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canvasContext.configure(canvasConfig);
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const renderPassConfig = {
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colorAttachments: [
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{
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view: canvasContext.getCurrentTexture().createView(),
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loadValue: { r: 0, g: 0, b: 0, a: 1 },
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storeOp: "store",
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},
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],
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};
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const NUM_VERTICES_PER_QUAD = 6;
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const numColumns = config.numColumns;
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const numRows = config.numColumns;
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const msdfSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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const msdfTexture = await loadTexture(device, config.glyphTexURL);
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const configStructLayout = std140(["i32", "i32", "f32"]);
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const configBuffer = makeUniformBuffer(device, configStructLayout, [numColumns, numRows, config.glyphHeightToWidth]);
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const msdfStructLayout = std140(["i32", "i32"]);
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const msdfBuffer = makeUniformBuffer(device, msdfStructLayout, [config.glyphTextureColumns, config.glyphSequenceLength]);
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const timeStructLayout = std140(["f32", "i32"]);
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const timeBuffer = makeUniformBuffer(device, timeStructLayout);
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const sceneStructLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
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const sceneBuffer = makeUniformBuffer(device, sceneStructLayout);
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const transform = mat4.create();
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mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
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const camera = mat4.create();
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const updateCameraBuffer = () => {
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const canvasSize = canvasConfig.size;
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const aspectRatio = canvasSize[0] / canvasSize[1];
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mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
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const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
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queue.writeBuffer(sceneBuffer, 0, sceneStructLayout.build([screenSize, camera, transform]));
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};
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updateCameraBuffer();
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const [rainRenderShader] = await Promise.all(["shaders/wgsl/rainRenderPass.wgsl"].map(async (path) => (await fetch(path)).text()));
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const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader });
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const additiveBlendComponent = {
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operation: "add",
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srcFactor: "one",
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dstFactor: "one",
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};
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const rainRenderPipeline = device.createRenderPipeline({
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vertex: {
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module: rainRenderShaderModule,
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entryPoint: "vertMain",
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},
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fragment: {
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module: rainRenderShaderModule,
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entryPoint: "fragMain",
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targets: [
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{
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format: presentationFormat,
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blend: {
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color: additiveBlendComponent,
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alpha: additiveBlendComponent,
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},
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},
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],
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},
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});
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console.log(device.limits);
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const bindGroup = device.createBindGroup({
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layout: rainRenderPipeline.getBindGroupLayout(0),
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entries: [configBuffer, msdfBuffer, msdfSampler, msdfTexture.createView(), timeBuffer, sceneBuffer]
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.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
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.map((resource, binding) => ({
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binding,
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resource,
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})),
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});
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const bundleEncoder = device.createRenderBundleEncoder({
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colorFormats: [presentationFormat],
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});
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bundleEncoder.setPipeline(rainRenderPipeline);
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bundleEncoder.setBindGroup(0, bindGroup);
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const numQuads = numColumns * numRows;
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bundleEncoder.draw(NUM_VERTICES_PER_QUAD * numQuads, 1, 0, 0);
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const renderBundles = [bundleEncoder.finish()];
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let frame = 0;
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const renderLoop = (now) => {
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const canvasSize = getCanvasSize(canvas);
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if (canvasSize[0] !== canvasConfig.size[0] || canvasSize[1] !== canvasConfig.size[1]) {
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canvasConfig.size = canvasSize;
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canvasContext.configure(canvasConfig);
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// TODO: destroy and recreate all screen size textures
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updateCameraBuffer();
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}
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queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now / 1000, frame]));
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frame++;
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renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
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const encoder = device.createCommandEncoder();
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const renderPass = encoder.beginRenderPass(renderPassConfig);
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renderPass.executeBundles(renderBundles);
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renderPass.endPass();
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const commandBuffer = encoder.finish();
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queue.submit([commandBuffer]);
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requestAnimationFrame(renderLoop);
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};
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requestAnimationFrame(renderLoop);
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};
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