Files
matrix/js/webgpu_main.js
2021-10-27 20:51:22 -07:00

248 lines
6.5 KiB
JavaScript

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);
};