Files
matrix/js/webgpu_main.js

143 lines
3.8 KiB
JavaScript

const getCanvasSize = (canvas) => {
const devicePixelRatio = window.devicePixelRatio ?? 1;
return [canvas.clientWidth * devicePixelRatio, canvas.clientHeight * devicePixelRatio];
};
export default async (canvas, config) => {
console.log(config);
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",
},
],
};
// TODO: create buffers, uniforms, textures, samplers
const uniformBufferSize = 4 * (1 + 1);
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, // Which of these are necessary?
mappedAtCreation: true,
});
new Int32Array(uniformBuffer.getMappedRange()).set([numColumns, numRows]);
uniformBuffer.unmap();
// TODO: create pipelines, bind groups, shaders
const [vert, frag] = await Promise.all(["shaders/rainPass.vert.wgsl", "shaders/rainPass.frag.wgsl"].map(async (path) => (await fetch(path)).text()));
const additiveBlendComponent = {
operation: "add",
srcFactor: "one",
dstFactor: "one",
};
const additiveBlending = {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
};
const rainRenderPipeline = device.createRenderPipeline({
vertex: {
module: device.createShaderModule({
code: vert,
}),
entryPoint: "main",
},
fragment: {
module: device.createShaderModule({
code: frag,
}),
entryPoint: "main",
targets: [
{
format: presentationFormat,
blend: additiveBlending,
},
],
},
primitive: {
// What happens if this isn't here?
topology: "triangle-list", // What happens if this isn't here?
cullMode: "none", // What happens if this isn't here?
},
});
const uniformBindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: {
buffer: uniformBuffer,
},
},
],
});
const bundleEncoder = device.createRenderBundleEncoder({
colorFormats: [presentationFormat],
});
bundleEncoder.setPipeline(rainRenderPipeline);
bundleEncoder.setBindGroup(0, uniformBindGroup);
bundleEncoder.draw(6 * numColumns * numRows, 1, 0, 0);
const renderBundles = [bundleEncoder.finish()];
// queue.writeBuffer(uniformBuffer, 0, new Int32Array([numColumns, numRows]));
const frame = (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
// TODO: update camera matrix, screen size, write to queue
}
// TODO: update the uniforms that change, write to queue
renderPassConfig.colorAttachments[0].loadValue.r = Math.sin((now / 1000) * 2) / 2 + 0.5;
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(frame);
};
requestAnimationFrame(frame);
};