Spaces:
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consolidation
Browse files- index.html +48 -120
index.html
CHANGED
@@ -2,20 +2,15 @@
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<html lang="en">
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<head>
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-
<meta charset="
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>WebGPU
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</head>
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<body>
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<canvas></canvas>
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<script type="module">
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// WebGPU Simple Textured Quad - Import Canvas
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// from https://webgpufundamentals.org/webgpu/webgpu-simple-textured-quad-import-canvas.html
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import { mat4 } from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js';
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-
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const glyphWidth = 32;
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const glyphHeight = 40;
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const glyphsAcrossTexture = 16;
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@@ -28,16 +23,13 @@
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ctx.textBaseline = 'middle';
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ctx.textAlign = 'center';
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ctx.fillStyle = 'white';
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-
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for (let c = 33, x = 0, y = 0; c < 128; ++c) {
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ctx.fillText(String.fromCodePoint(c), x + glyphWidth / 2, y + glyphHeight / 2);
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x = (x + glyphWidth) % canvas.width;
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if (x === 0) y += glyphHeight;
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}
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return canvas;
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}
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async function main() {
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const adapter = await navigator.gpu?.requestAdapter();
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const device = await adapter?.requestDevice();
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@@ -45,8 +37,6 @@
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fail('need a browser that supports WebGPU');
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return;
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}
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// Get a WebGPU context from the canvas and configure it
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const canvas = document.querySelector('canvas');
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const context = canvas.getContext('webgpu');
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const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
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@@ -54,7 +44,6 @@
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device,
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format: presentationFormat,
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});
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const module = device.createShaderModule({
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label: 'our hardcoded textured quad shaders',
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code: `
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@@ -92,15 +81,12 @@
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}
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`,
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});
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const glyphCanvas = genreateGlyphTextureAtlas();
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// so we can see it
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document.body.appendChild(glyphCanvas);
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glyphCanvas.style.backgroundColor = '#222';
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const maxGlyphs = 100;
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const floatsPerVertex = 2 + 2 + 4;
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const vertexSize = floatsPerVertex * 4;
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const vertsPerGlyph = 6;
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const vertexBufferSize = maxGlyphs * vertsPerGlyph * vertexSize;
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const vertexBuffer = device.createBuffer({
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@@ -113,7 +99,6 @@
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size: maxGlyphs * vertsPerGlyph * 4,
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usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
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});
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// pre fill index buffer with quad indices
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{
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const indices = [];
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for (let i = 0; i < maxGlyphs; ++i) {
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@@ -122,59 +107,54 @@
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}
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device.queue.writeBuffer(indexBuffer, 0, new Uint32Array(indices));
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}
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function generateGlyphVerticesForText(s, colors = [[1, 1, 1, 1]]) {
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const vertexData = new Float32Array(maxGlyphs * floatsPerVertex * vertsPerGlyph);
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const glyphUVWidth = glyphWidth / glyphCanvas.width;
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const glyphUVHeight = glyphHeight / glyphCanvas.height;
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let offset = 0, x0 = 0, y0 = 0, x1 = 1, y1 = 1, width = 0;
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let colorNdx = 0;
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vertexData.set([x, y, u, v, r, g, b, a], offset);
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offset += 8;
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};
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for (let i = 0; i < s.length; ++i) {
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const c = s.charCodeAt(i);
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if (c >= 33) {
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const
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const
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const
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const
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const u1 = u0 + glyphUVWidth;
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const
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width = Math.max(x1, width);
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addVertex(x0, y0, u0, v0,
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addVertex(x1, y0, u1, v0,
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addVertex(x0, y1, u0, v1,
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addVertex(x1, y1, u1, v1,
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} else {
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colorNdx = (colorNdx + 1) % colors.length;
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if (c === 10) {
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x0 = 0; x1 = 1; y0--; y1 = y0 + 1;
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continue;
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}
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}
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x0 += 0.55; x1 = x0 + 1;
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}
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return { vertexData, numGlyphs: offset / floatsPerVertex, width, height: y1 };
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}
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const { vertexData, numGlyphs, width, height } = generateGlyphVerticesForText(
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'Hello\nworld!\nText in\nWebGPU!', [
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[1, 1, 0, 1],
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[0, 1, 1, 1],
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[1, 0, 1, 1],
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[1, 0, 0, 1],
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[0, .5, 1, 1]
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]
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device.queue.writeBuffer(vertexBuffer, 0, vertexData);
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const pipeline = device.createRenderPipeline({
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label: '
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layout: 'auto',
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vertex: {
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module,
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@@ -185,7 +165,7 @@
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attributes: [
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{ shaderLocation: 0, offset: 0, format: 'float32x2' }, // position
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{ shaderLocation: 1, offset: 8, format: 'float32x2' }, // texcoord
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{ shaderLocation: 2, offset: 16, format: 'float32x4' }
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],
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},
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],
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@@ -193,66 +173,44 @@
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fragment: {
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module,
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entryPoint: 'fs',
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targets: [
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srcFactor: 'one',
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dstFactor: 'one-minus-src-alpha',
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operation: 'add',
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},
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alpha: {
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srcFactor: 'one',
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dstFactor: 'one-minus-src-alpha',
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operation: 'add',
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},
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},
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},
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],
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},
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});
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function copySourceToTexture(device, texture, source, { flipY } = {}) {
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device.queue.copyExternalImageToTexture(
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{ source, flipY
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{ texture, premultipliedAlpha: true },
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{ width: source.width, height: source.height }
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);
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}
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function createTextureFromSource(device, source, options = {}) {
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const texture = device.createTexture({
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format: 'rgba8unorm',
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size: [source.width, source.height],
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usage: GPUTextureUsage.TEXTURE_BINDING |
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GPUTextureUsage.COPY_DST |
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GPUTextureUsage.RENDER_ATTACHMENT,
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});
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copySourceToTexture(device, texture, source, options);
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return texture;
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}
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const texture = createTextureFromSource(device, glyphCanvas, { mips: true });
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const sampler = device.createSampler({
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minFilter: 'linear',
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magFilter: 'linear'
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});
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// create a buffer for the uniform values
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const uniformBufferSize =
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16 * 4; // matrix is 16 32bit floats (4bytes each)
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const uniformBuffer = device.createBuffer({
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label: 'uniforms for quad',
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size: uniformBufferSize,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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});
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// create a typedarray to hold the values for the uniforms in JavaScript
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const kMatrixOffset = 0;
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const uniformValues = new Float32Array(uniformBufferSize / 4);
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const matrix = uniformValues.subarray(
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const bindGroup = device.createBindGroup({
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layout: pipeline.getBindGroupLayout(0),
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entries: [
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@@ -261,73 +219,43 @@
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{ binding: 2, resource: { buffer: uniformBuffer } },
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],
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});
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const renderPassDescriptor = {
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label: '
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colorAttachments: [
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storeOp: 'store',
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},
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],
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};
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function render(time) {
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time *= 0.001;
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-
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const fov = 60 * Math.PI / 180; // 60 degrees in radians
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const aspect = canvas.clientWidth / canvas.clientHeight;
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const zNear = 0.001;
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const zFar = 50;
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const projectionMatrix = mat4.perspective(fov, aspect, zNear, zFar);
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-
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const cameraPosition = [0, 0, 5];
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const up = [0, 1, 0];
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const target = [0, 0, 0];
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const viewMatrix = mat4.lookAt(cameraPosition, target, up);
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const viewProjectionMatrix = mat4.multiply(projectionMatrix, viewMatrix);
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-
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// set it as the texture to render to.
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renderPassDescriptor.colorAttachments[0].view =
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context.getCurrentTexture().createView();
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const encoder = device.createCommandEncoder({
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label: 'render quad encoder',
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});
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const pass = encoder.beginRenderPass(renderPassDescriptor);
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pass.setPipeline(pipeline);
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-
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mat4.rotateY(viewProjectionMatrix, time, matrix);
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mat4.translate(matrix, [-width / 2, -height / 2, 0], matrix);
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// copy the values from JavaScript to the GPU
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device.queue.writeBuffer(uniformBuffer, 0, uniformValues);
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-
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pass.setBindGroup(0, bindGroup);
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pass.setVertexBuffer(0, vertexBuffer);
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pass.setIndexBuffer(indexBuffer, 'uint32');
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pass.drawIndexed(numGlyphs * 6);
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-
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pass.end();
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-
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const commandBuffer = encoder.finish();
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device.queue.submit([commandBuffer]);
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-
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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-
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function fail(msg) {
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// eslint-disable-next-line no-alert
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alert(msg);
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}
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main();
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-
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</script>
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</body>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Plasma-Arc: WebGPU Experiment</title>
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</head>
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<body>
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<canvas></canvas>
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<script type="module">
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import { mat4 } from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js';
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const glyphWidth = 32;
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const glyphHeight = 40;
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const glyphsAcrossTexture = 16;
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ctx.textBaseline = 'middle';
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ctx.textAlign = 'center';
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ctx.fillStyle = 'white';
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for (let c = 33, x = 0, y = 0; c < 128; ++c) {
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ctx.fillText(String.fromCodePoint(c), x + glyphWidth / 2, y + glyphHeight / 2);
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x = (x + glyphWidth) % canvas.width;
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if (x === 0) y += glyphHeight;
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}
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return canvas;
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}
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async function main() {
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const adapter = await navigator.gpu?.requestAdapter();
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const device = await adapter?.requestDevice();
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fail('need a browser that supports WebGPU');
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return;
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}
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const canvas = document.querySelector('canvas');
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const context = canvas.getContext('webgpu');
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const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
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device,
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format: presentationFormat,
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});
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const module = device.createShaderModule({
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label: 'our hardcoded textured quad shaders',
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code: `
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}
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`,
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});
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const glyphCanvas = genreateGlyphTextureAtlas();
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document.body.appendChild(glyphCanvas);
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glyphCanvas.style.backgroundColor = '#222';
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const maxGlyphs = 100;
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+
const floatsPerVertex = 2 + 2 + 4;
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const vertexSize = floatsPerVertex * 4;
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const vertsPerGlyph = 6;
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const vertexBufferSize = maxGlyphs * vertsPerGlyph * vertexSize;
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const vertexBuffer = device.createBuffer({
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size: maxGlyphs * vertsPerGlyph * 4,
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usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
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});
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{
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const indices = [];
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for (let i = 0; i < maxGlyphs; ++i) {
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}
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device.queue.writeBuffer(indexBuffer, 0, new Uint32Array(indices));
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}
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function generateGlyphVerticesForText(s, colors = [[1, 1, 1, 1]]) {
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const vertexData = new Float32Array(maxGlyphs * floatsPerVertex * vertsPerGlyph);
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const glyphUVWidth = glyphWidth / glyphCanvas.width;
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const glyphUVHeight = glyphHeight / glyphCanvas.height;
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let offset = 0, x0 = 0, y0 = 0, x1 = 1, y1 = 1, width = 0;
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let colorNdx = 0;
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const addVertex = (x, y, u, v, color) => {
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vertexData.set([x, y, u, v, ...color], offset);
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offset += 8;
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};
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for (let i = 0; i < s.length; ++i) {
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const c = s.charCodeAt(i);
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if (c >= 33) {
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const cIndex = c - 33;
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const glyphX = cIndex % glyphsAcrossTexture;
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const glyphY = Math.floor(cIndex / glyphsAcrossTexture);
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const u0 = glyphX * glyphWidth / glyphCanvas.width;
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const v1 = glyphY * glyphHeight / glyphCanvas.height;
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const u1 = u0 + glyphUVWidth;
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const v0 = v1 + glyphUVHeight;
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width = Math.max(x1, width);
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addVertex(x0, y0, u0, v0, colors[colorNdx]);
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addVertex(x1, y0, u1, v0, colors[colorNdx]);
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addVertex(x0, y1, u0, v1, colors[colorNdx]);
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addVertex(x1, y1, u1, v1, colors[colorNdx]);
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} else {
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colorNdx = (colorNdx + 1) % colors.length;
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if (c === 10) { // Newline character
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x0 = 0; x1 = 1; y0--; y1 = y0 + 1;
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continue;
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}
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}
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x0 += 0.55; x1 = x0 + 1;
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}
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return { vertexData, numGlyphs: offset / floatsPerVertex, width, height: y1 };
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}
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+
const colors = [
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[1, 1, 0, 1],
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[0, 1, 1, 1],
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[1, 0, 1, 1],
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[1, 0, 0, 1],
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152 |
+
[0, .5, 1, 1]
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];
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const { vertexData, numGlyphs, width, height } = generateGlyphVerticesForText('Hello\nworld!\nText in\nWebGPU!', colors);
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155 |
device.queue.writeBuffer(vertexBuffer, 0, vertexData);
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const pipeline = device.createRenderPipeline({
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label: 'textured quad pipeline',
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layout: 'auto',
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vertex: {
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160 |
module,
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165 |
attributes: [
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{ shaderLocation: 0, offset: 0, format: 'float32x2' }, // position
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167 |
{ shaderLocation: 1, offset: 8, format: 'float32x2' }, // texcoord
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168 |
+
{ shaderLocation: 2, offset: 16, format: 'float32x4' } // color
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],
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},
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],
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fragment: {
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module,
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entryPoint: 'fs',
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targets: [{
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format: presentationFormat,
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178 |
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blend: {
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179 |
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color: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' },
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alpha: { srcFactor: 'one', dstFactor: 'one-minus-src-alpha', operation: 'add' }
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},
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}],
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},
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});
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function copySourceToTexture(device, texture, source, { flipY } = {}) {
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186 |
device.queue.copyExternalImageToTexture(
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187 |
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{ source, flipY },
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188 |
{ texture, premultipliedAlpha: true },
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189 |
+
{ width: source.width, height: source.height }
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);
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191 |
}
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function createTextureFromSource(device, source, options = {}) {
|
193 |
const texture = device.createTexture({
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194 |
format: 'rgba8unorm',
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195 |
size: [source.width, source.height],
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196 |
+
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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copySourceToTexture(device, texture, source, options);
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return texture;
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200 |
}
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201 |
const texture = createTextureFromSource(device, glyphCanvas, { mips: true });
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202 |
const sampler = device.createSampler({
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203 |
minFilter: 'linear',
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204 |
+
magFilter: 'linear'
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205 |
});
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206 |
+
const uniformBufferSize = 16 * 4; //f32
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|
|
207 |
const uniformBuffer = device.createBuffer({
|
208 |
label: 'uniforms for quad',
|
209 |
size: uniformBufferSize,
|
210 |
+
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
|
211 |
});
|
|
|
|
|
|
|
212 |
const uniformValues = new Float32Array(uniformBufferSize / 4);
|
213 |
+
const matrix = uniformValues.subarray(0, 16);
|
|
|
214 |
const bindGroup = device.createBindGroup({
|
215 |
layout: pipeline.getBindGroupLayout(0),
|
216 |
entries: [
|
|
|
219 |
{ binding: 2, resource: { buffer: uniformBuffer } },
|
220 |
],
|
221 |
});
|
|
|
222 |
const renderPassDescriptor = {
|
223 |
+
label: 'canvas render pass',
|
224 |
+
colorAttachments: [{
|
225 |
+
clearValue: [0.3, 0.3, 0.3, 1],
|
226 |
+
loadOp: 'clear',
|
227 |
+
storeOp: 'store',
|
228 |
+
}],
|
|
|
|
|
|
|
229 |
};
|
|
|
230 |
function render(time) {
|
231 |
time *= 0.001;
|
232 |
+
const fov = 60 * Math.PI / 180;
|
|
|
233 |
const aspect = canvas.clientWidth / canvas.clientHeight;
|
234 |
+
const zNear = 0.001, zFar = 50;
|
|
|
235 |
const projectionMatrix = mat4.perspective(fov, aspect, zNear, zFar);
|
236 |
+
const viewMatrix = mat4.lookAt([0, 0, 5], [0, 0, 0], [0, 1, 0]);
|
|
|
|
|
|
|
|
|
237 |
const viewProjectionMatrix = mat4.multiply(projectionMatrix, viewMatrix);
|
238 |
+
renderPassDescriptor.colorAttachments[0].view = context.getCurrentTexture().createView();
|
239 |
+
const encoder = device.createCommandEncoder();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
240 |
const pass = encoder.beginRenderPass(renderPassDescriptor);
|
241 |
pass.setPipeline(pipeline);
|
|
|
242 |
mat4.rotateY(viewProjectionMatrix, time, matrix);
|
243 |
mat4.translate(matrix, [-width / 2, -height / 2, 0], matrix);
|
|
|
|
|
244 |
device.queue.writeBuffer(uniformBuffer, 0, uniformValues);
|
|
|
245 |
pass.setBindGroup(0, bindGroup);
|
246 |
pass.setVertexBuffer(0, vertexBuffer);
|
247 |
pass.setIndexBuffer(indexBuffer, 'uint32');
|
248 |
pass.drawIndexed(numGlyphs * 6);
|
|
|
249 |
pass.end();
|
250 |
+
device.queue.submit([encoder.finish()]);
|
|
|
|
|
|
|
251 |
requestAnimationFrame(render);
|
252 |
}
|
253 |
requestAnimationFrame(render);
|
254 |
}
|
|
|
255 |
function fail(msg) {
|
|
|
256 |
alert(msg);
|
257 |
}
|
|
|
258 |
main();
|
|
|
259 |
</script>
|
260 |
</body>
|
261 |
|